614 lines
24 KiB
Lua
614 lines
24 KiB
Lua
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local ShopConfig = require("Modules/Shop/ShopConfig")
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-- 通用得商店逻辑
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local ShopView = {}
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local this = ShopView
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this.sortingOrder = 0
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-- 保存商品中的物品节点
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local _GoodsItemList = {}
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---===============================生命周期函数================================
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function this:New(gameObject)
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local o = {}
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this.__index = this
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setmetatable(o, this)
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o.gameObject = gameObject
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o.transform = gameObject.transform
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return o
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end
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--初始化组件(用于子类重写)
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function this:InitComponent()
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self.live = Util.GetGameObject(self.gameObject, "live")
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self.liveRoot = Util.GetGameObject(self.gameObject, "live/root")
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self.liveImg = Util.GetGameObject(self.gameObject, "live/img")
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self.basePanel = Util.GetGameObject(self.gameObject, "base")
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self.closeTimePanel = Util.GetGameObject(self.gameObject, "base/closeTime")
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self.closeTimeLab = Util.GetGameObject(self.closeTimePanel, "time/timelab")
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self.closeTime = Util.GetGameObject(self.closeTimePanel, "time")
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self.refreshTimePanel = Util.GetGameObject(self.gameObject, "base/refreshTime")
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self.refreshTimeLab = Util.GetGameObject(self.refreshTimePanel, "timelab")
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self.refreshTime = Util.GetGameObject(self.refreshTimePanel, "time")
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self.refreshCountPanel = Util.GetGameObject(self.gameObject, "base/refreshCount")
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self.countLab = Util.GetGameObject(self.refreshCountPanel, "count")
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self.refreshBtnPanel = Util.GetGameObject(self.gameObject, "base/refreshBtn")
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self.refreshBtn = Util.GetGameObject(self.refreshBtnPanel, "btn")
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self.refreshRedpot = Util.GetGameObject(self.refreshBtnPanel, "redpot")
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self.costIcon = Util.GetGameObject(self.refreshBtnPanel, "costIcon")
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self.costLab = Util.GetGameObject(self.refreshBtnPanel, "costLab")
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self.contentBg = Util.GetGameObject(self.gameObject, "duihua")
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self.content = Util.GetGameObject(self.gameObject, "duihua/Text")
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self.scrollBg = Util.GetGameObject(self.gameObject, "scrollbg")
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self.scrollRoot = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot")
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self.scrollBg1 = Util.GetGameObject(self.gameObject, "scrollbg/bg1")
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self.scrollBg2 = Util.GetGameObject(self.gameObject, "scrollbg/bg2")
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self.scrollBg3 = Util.GetGameObject(self.gameObject, "scrollbg/bg3")
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self.bottom = Util.GetGameObject(self.gameObject, "scrollbg/bottom")
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self.tip = Util.GetGameObject(self.gameObject, "scrollbg/tip")
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self.shopItem = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot/shopItem")
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self.rechargeShopItem = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot/item")
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self.titleBg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg")
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self.titleImg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/title")
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this.helpBtn = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/helpBtn")--scrollbg/titlebg/
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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-- 创建循环列表
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if not self.ScrollView then
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
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self.shopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(80, 0))
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 2
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end
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-- 创建循环列表
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if not self.RechargeScrollView then
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self.RechargeScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
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self.rechargeShopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(80, 0))
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self.RechargeScrollView.moveTween.MomentumAmount = 1
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self.RechargeScrollView.moveTween.Strength = 2
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self.RechargeScrollView.gameObject.transform.localPosition = Vector3.New(0, -20, 0)
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self.RechargeScrollView.elastic = false
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end
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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local localSelf = self
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Util.AddOnceClick(self.refreshBtn, function()
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local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. localSelf.ShopType)
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local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
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if (isPopUp ~= currentTime) then
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local shopType = localSelf.ShopType
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local shopInfo = ShopManager.GetShopInfoByType(shopType)
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local costId, abcd = shopInfo.RefreshItem[1][1], shopInfo.RefreshItem[2]
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local refreshNum = PrivilegeManager.GetPrivilegeUsedTimes(shopInfo.RefreshPrivilege)
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local costNum = CalculateCostCount(refreshNum, abcd)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local costName = itemConfig[costId].Name
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local str = string.format("是否花费%d%s刷新商店", costNum, costName)
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MsgPanel.ShowTwo(str, function()
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end, function(isShow)
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if (isShow) then
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local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
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RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. localSelf.ShopType, currentTime)
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end
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ShopManager.RequestRefreshShop(shopType, false)
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end, "取消", "确定",nil,true)
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else
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ShopManager.RequestRefreshShop(localSelf.ShopType, false)
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end
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-- 重置商店刷新按钮点击状态
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ShopManager.SetShopRefreshBtnClickStatus(localSelf.ShopType, true)
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end)
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--帮助按钮
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Util.AddOnceClick(this.helpBtn, function()
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if ShopConfig[localSelf.ShopType].IsHelp==0 then
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return
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end
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UIManager.OpenPanel(UIName.HelpPopup,ShopConfig[localSelf.ShopType].HelpType , this.helpPosition.x,this.helpPosition.y+372)--因层级锚点原因,需手动调整高度
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end)
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end
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--添加事件监听(用于子类重写)
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
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Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, self.RechargeSuccessFunc, self)
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end
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--移除事件监听(用于子类重写)
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
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Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, self.RechargeSuccessFunc, self)
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end
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--界面打开时调用(用于子类重写)
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function this:OnOpen(...)
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end
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--界面关闭时调用(用于子类重写)
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function this:OnClose()
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if self._TimeCounter then
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self._TimeCounter:Stop()
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self._TimeCounter = nil
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end
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-- 物品节点回收
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for _, item in pairs(_GoodsItemList) do
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Util.SetColor(item.gameObject, Color.New(1,1,1,1))
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Util.SetGray(item.gameObject, false)
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SubUIManager.Close(item)
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end
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_GoodsItemList = {}
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-- 红点销毁
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if self.ShopType == SHOP_TYPE.GENERAL_SHOP then
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ClearRedPointObject(RedPointType.Shop_General_Refresh)
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end
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if self.ScrollView then
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GameObject.DestroyImmediate(self.ScrollView.gameObject)
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self.ScrollView = nil
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end
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if self.RechargeScrollView then
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GameObject.DestroyImmediate(self.RechargeScrollView.gameObject)
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self.RechargeScrollView = nil
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end
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if self.liveNode then
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poolManager:UnLoadLive(self.liveName, self.liveNode)
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self.liveNode = nil
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end
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end
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---=================================工具函数==========================================
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-- 设置文本透明度
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local function SetAlpha(text, a)
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local color = text.color
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color.a = a
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text.color = color
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end
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---===================================内部函数========================================
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-- 刷新商店内容显示
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function this:RefreshShopInfo(isRefresh, isTop)
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if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
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self.RechargeShopData = OperatingManager.GetGiftGoodsInfoList(GoodsTypeDef.DemonCrystal)
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else
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self.ShopData = ShopManager.GetShopDataByType(self.ShopType)
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end
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self:RefreshLive()
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self:RefreshBase()
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self:RefreshItemList(isTop)
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-- 刷新商店的查看时间
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ShopManager.RefreshShopCheckTime(self.ShopType)
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if isRefresh then
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-- 物品节点播放特效
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for _, item in pairs(_GoodsItemList) do
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item:OnShowUIeffectItemViewSaoguang()
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end
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end
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end
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-- 刷新立绘显示
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function this:RefreshLive()
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local liveConfig = ShopConfig[self.ShopType]
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if not liveConfig.liveName or liveConfig.liveName == "" then
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self.live:SetActive(false)
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return
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end
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self.live:SetActive(true)
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self.liveImg:SetActive(false)
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self.liveRoot:SetActive(false)
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-- 立绘
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if not liveConfig.liveType or liveConfig.liveType == 1 then
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--TODO:动态加载立绘
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self.liveRoot:SetActive(true)
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if self.liveNode then
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poolManager:UnLoadLive(self.liveName, self.liveNode)
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end
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local scale = liveConfig.liveScale
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if type(scale) == "number" then
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scale = Vector3.one * (scale or 1)
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end
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local livePos = Vector3.zero
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if liveConfig.livePos then
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livePos.x = liveConfig.livePos[1]
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livePos.y = liveConfig.livePos[2]
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end
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self.liveName = liveConfig.liveName
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self.liveNode = poolManager:LoadLive(liveConfig.liveName, self.liveRoot.transform, scale, livePos)
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local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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local idle = function()
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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end
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(liveConfig.liveName, self.liveNode, function()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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end)
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-- 静态图
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elseif liveConfig.liveType == 2 then
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self.liveImg:SetActive(true)
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self.liveImg:GetComponent("Image").sprite = Util.LoadSprite(liveConfig.liveName)
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self.liveImg:GetComponent("Image"):SetNativeSize()
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self.liveImg.transform.localScale = Vector3.one * (liveConfig.liveScale or 1)
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local livePos = Vector3.zero
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if liveConfig.livePos then
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livePos.x = liveConfig.livePos[1]
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livePos.y = liveConfig.livePos[2]
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end
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self.liveImg.transform.localPosition = livePos
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end
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end
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-- 开始倒计时
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function this:StartTimeCount()
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local localSelf = self
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local function _TimeUpdate()
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-- 检测计时器是否已销毁,避免计时器销毁后仍然会执行一次,导致报错的问题
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if not localSelf._TimeCounter then
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return
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end
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-- 关闭时间
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if localSelf.closeTimePanel.activeSelf then
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local closeTime = ShopManager.GetShopCloseTime(localSelf.ShopType)
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if closeTime >= 0 then
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local timeStr = ""
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if localSelf.ShopType == SHOP_TYPE.ACTIVITY_SHOP then
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timeStr = TimeToDHMS(closeTime)
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else
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timeStr = TimeToHMS(closeTime)
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end
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localSelf.closeTime:GetComponent("Text").text = timeStr
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end
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end
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-- 刷新时间
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if localSelf.refreshTimePanel.activeSelf then
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local refreshTime = ShopManager.GetShopRefreshLeftTime(localSelf.ShopType)
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if refreshTime >= 0 then
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localSelf.refreshTime:GetComponent("Text").text = TimeToHMS(refreshTime)
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end
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end
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end
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-- 开始吧
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if not self._TimeCounter then
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self._TimeCounter = Timer.New(_TimeUpdate, 1, -1, true)
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self._TimeCounter:Start()
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end
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-- 刷新一次
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_TimeUpdate()
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end
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-- 刷新时间及刷新按钮
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function this:RefreshBase()
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-- 商店关闭时间倒计时
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local closeTime = ShopManager.GetShopCloseTime(self.ShopType)
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self.closeTimePanel:SetActive(closeTime >= 0)
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if closeTime >= 0 then
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if self.ShopType == SHOP_TYPE.ARENA_SHOP or self.ShopType == SHOP_TYPE.TOP_MATCH_SHOP then
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self.closeTimeLab:GetComponent("Text").text = "距离刷新:"
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else
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self.closeTimeLab:GetComponent("Text").text = "距离商人离开:"
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end
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end
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-- 自动刷新时间倒计时
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local leftTime = ShopManager.GetShopRefreshLeftTime(self.ShopType)
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self.refreshTimePanel:SetActive(leftTime >= 0)
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--开始倒计时
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self:StartTimeCount()
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-- 主动刷新按钮
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local leftCount = ShopManager.GetShopLeftRefreshCount(self.ShopType)
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if leftCount == -2 then
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-- 不支持刷新
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self.refreshCountPanel:SetActive(false)
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self.refreshBtnPanel:SetActive(false)
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else
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if leftCount == -1 then
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-- 无限制次数刷新
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self.refreshCountPanel:SetActive(false)
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elseif leftCount >= 0 then
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-- 限制次数刷新
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self.refreshCountPanel:SetActive(true)
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self.countLab:GetComponent("Text").text = leftCount
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end
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-- 刷新物品计算
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self.refreshBtnPanel:SetActive(true)
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local shopInfo = ShopManager.GetShopInfoByType(self.ShopType)
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local costId, abcd = shopInfo.RefreshItem[1][1], shopInfo.RefreshItem[2]
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self.costIcon:GetComponent("Image").sprite = SetIcon(costId)
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-- 商店特权正确性检测
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if not shopInfo.RefreshPrivilege or shopInfo.RefreshPrivilege == 0 then
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Log("错误:商店类型 == " .. self.ShopType .. "商店支持手动刷新,但是未配置刷新次数对应的特权id(无限制次数也需要配置特权id)请检查")
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end
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local refreshNum = PrivilegeManager.GetPrivilegeUsedTimes(shopInfo.RefreshPrivilege)
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self.costLab:GetComponent("Text").text = "×" .. CalculateCostCount(refreshNum, abcd)
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end
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-- 商店标题
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local shopConfig = ShopConfig[self.ShopType]
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self.titleBg:GetComponent("Image").sprite = Util.LoadSprite(shopConfig.titleBg)
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self.titleImg:GetComponent("Image").sprite = Util.LoadSprite(shopConfig.title)
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-- 对话显示
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if shopConfig.content then
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self.contentBg:SetActive(true)
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self.content:GetComponent("Text").text = shopConfig.content
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self.contentBg.transform.localPosition = Vector3(shopConfig.contentPos[1], shopConfig.contentPos[2], 0)
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else
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self.contentBg:SetActive(false)
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end
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-- 滚动界面背景
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self.scrollBg1:GetComponent("Image").sprite = Util.LoadSprite(shopConfig.scrollBg)
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self.scrollBg2:GetComponent("Image").sprite = Util.LoadSprite(shopConfig.scrollBg)
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end
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-- 刷新物品列表
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|||
|
function this:RefreshItemList(isTop)
|
|||
|
if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
|
|||
|
self.ScrollView.gameObject:SetActive(false)
|
|||
|
self.RechargeScrollView.gameObject:SetActive(true)
|
|||
|
local itemlist = self.RechargeShopData
|
|||
|
self.RechargeScrollView:SetData(itemlist, function(index, shopItem)
|
|||
|
local itemData = itemlist[index]
|
|||
|
self:RechargeShopItemAdapter(shopItem, itemData)
|
|||
|
end)
|
|||
|
--
|
|||
|
if isTop then
|
|||
|
self.RechargeScrollView:SetIndex(1)
|
|||
|
end
|
|||
|
|
|||
|
else
|
|||
|
-- 重置列表
|
|||
|
self.RechargeScrollView.gameObject:SetActive(false)
|
|||
|
self.ScrollView.gameObject:SetActive(true)
|
|||
|
local itemlist = self.ShopData.storeItem
|
|||
|
self.ScrollView:SetData(itemlist, function(index, shopItem)
|
|||
|
local itemData = itemlist[index]
|
|||
|
self:ShopItemAdapter(shopItem, itemData)
|
|||
|
end)
|
|||
|
if isTop then
|
|||
|
self.ScrollView:SetIndex(1)
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
-- 商店物品数据匹配
|
|||
|
function this:ShopItemAdapter(shopItem, itemData)
|
|||
|
-- 获取对象
|
|||
|
local bg = Util.GetGameObject(shopItem, "bg")
|
|||
|
local item = Util.GetGameObject(bg, "item")
|
|||
|
local itemName = Util.GetGameObject(bg, "itemName"):GetComponent("Text")
|
|||
|
local limitBg = Util.GetGameObject(bg, "buyLimitbg")
|
|||
|
local limitTip = Util.GetGameObject(bg, "buyLimitbg/tip"):GetComponent("Text")
|
|||
|
local limitTimes = Util.GetGameObject(bg, "buyLimitbg/buyLimit"):GetComponent("Text")
|
|||
|
local priceBg = Util.GetGameObject(bg, "pricebg")
|
|||
|
local itemPrice = Util.GetGameObject(bg, "pricebg/price"):GetComponent("Text")
|
|||
|
local costIcon = Util.GetGameObject(bg, "pricebg/costIcon"):GetComponent("Image")
|
|||
|
local discountbg = Util.GetGameObject(bg, "discountbg")
|
|||
|
local empty = Util.GetGameObject(shopItem, "empty")
|
|||
|
local lock = Util.GetGameObject(shopItem, "lock")
|
|||
|
local lockTip = Util.GetGameObject(shopItem, "lock/tip"):GetComponent("Text")
|
|||
|
|
|||
|
-- 计算数据
|
|||
|
local itemInfo = ShopManager.GetShopItemInfo(itemData.id)
|
|||
|
local curBuyCount = itemData.buyNum
|
|||
|
local maxLimitCount = ShopManager.GetShopItemLimitBuyCount(itemData.id)
|
|||
|
local costId, price = ShopManager.calculateBuyCost(self.ShopType, itemData.id, 1)
|
|||
|
|
|||
|
itemName.text = itemInfo.GoodsName
|
|||
|
-- 折扣
|
|||
|
if price == 0 then
|
|||
|
discountbg:SetActive(true)
|
|||
|
discountbg:GetComponent("Image").sprite = Util.LoadSprite("s_shop_zhekou_00")
|
|||
|
else
|
|||
|
local isDiscount = itemInfo.IsDiscount == 1
|
|||
|
discountbg:SetActive(isDiscount)
|
|||
|
if isDiscount then
|
|||
|
discountbg:GetComponent("Image").sprite = Util.LoadSprite("s_shop_zhekou_0" .. itemInfo.DiscountDegree)
|
|||
|
end
|
|||
|
end
|
|||
|
-- 消耗物品的信息
|
|||
|
itemPrice.text = tostring(price)
|
|||
|
costIcon.sprite = SetIcon(costId)
|
|||
|
|
|||
|
-- 判断商品栏位是否解锁
|
|||
|
local _IsUnLock = true
|
|||
|
if self.ShopType == SHOP_TYPE.GUILD_SHOP then
|
|||
|
local isUnLock, unLockLevel = MyGuildManager.GetGuildShopSortIsUnLock(itemInfo.Sort)
|
|||
|
if not isUnLock then
|
|||
|
_IsUnLock = false
|
|||
|
lockTip.text = string.format("公会%d级解锁", unLockLevel)
|
|||
|
end
|
|||
|
end
|
|||
|
lock:SetActive(not _IsUnLock)
|
|||
|
priceBg.gameObject:SetActive(_IsUnLock)
|
|||
|
itemName.gameObject:SetActive(_IsUnLock)
|
|||
|
|
|||
|
-- 限购
|
|||
|
limitBg:SetActive(maxLimitCount ~= -1)
|
|||
|
limitTimes.text = maxLimitCount
|
|||
|
-- 售空 限购次数为-1 表示不限购
|
|||
|
local isEmpty = maxLimitCount ~= -1 and curBuyCount >= maxLimitCount
|
|||
|
if curBuyCount >= maxLimitCount then
|
|||
|
empty:SetActive(true)
|
|||
|
else
|
|||
|
empty:SetActive(false)
|
|||
|
end
|
|||
|
empty:SetActive(isEmpty)
|
|||
|
|
|||
|
-- 数据匹配
|
|||
|
if not _GoodsItemList[shopItem] then
|
|||
|
_GoodsItemList[shopItem] = SubUIManager.Open(SubUIConfig.ItemView, item.transform)
|
|||
|
end
|
|||
|
Util.SetGray(_GoodsItemList[shopItem].gameObject, not _IsUnLock)
|
|||
|
local goods = ShopManager.GetShopItemGoodsInfo(itemData.id)
|
|||
|
if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效
|
|||
|
_GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false)
|
|||
|
else
|
|||
|
_GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,this.sortingOrder)
|
|||
|
end
|
|||
|
|
|||
|
-- 商品颜色显示
|
|||
|
local imgColor = isEmpty and Color.New(0.5, 0.5, 0.5, 1) or Color.New(1, 1, 1, 1)
|
|||
|
local textA = isEmpty and 0.7 or 1
|
|||
|
Util.SetColor(bg, imgColor)
|
|||
|
SetAlpha(itemName, textA)
|
|||
|
SetAlpha(limitTip, textA)
|
|||
|
SetAlpha(limitTimes, textA)
|
|||
|
SetAlpha(itemPrice, textA)
|
|||
|
|
|||
|
-- 购买事件
|
|||
|
Util.AddOnceClick(lock, function()
|
|||
|
PopupTipPanel.ShowTip("商品未解锁")
|
|||
|
end)
|
|||
|
Util.AddOnceClick(empty, function()
|
|||
|
PopupTipPanel.ShowTip("商品已售空")
|
|||
|
end)
|
|||
|
Util.AddOnceClick(bg, function()
|
|||
|
-- 售空
|
|||
|
if isEmpty then
|
|||
|
PopupTipPanel.ShowTip("商品已售空")
|
|||
|
return
|
|||
|
end
|
|||
|
if not _IsUnLock then
|
|||
|
PopupTipPanel.ShowTip("商品未解锁")
|
|||
|
return
|
|||
|
end
|
|||
|
UIManager.OpenPanel(UIName.ShopBuyPopup, self.ShopType, itemData.id)
|
|||
|
end)
|
|||
|
end
|
|||
|
|
|||
|
-- 妖晶商店物品数据匹配
|
|||
|
function this:RechargeShopItemAdapter(shopItem, itemData)
|
|||
|
-- 获取对象
|
|||
|
local first = Util.GetGameObject(shopItem, "first")
|
|||
|
local firstNum = Util.GetGameObject(shopItem, "first/Text"):GetComponent("Text")
|
|||
|
local icon = Util.GetGameObject(shopItem, "icon"):GetComponent("Image")
|
|||
|
local num = Util.GetGameObject(shopItem, "itemName"):GetComponent("Text")
|
|||
|
local price = Util.GetGameObject(shopItem, "price/Text"):GetComponent("Text")
|
|||
|
|
|||
|
-- 计算数据
|
|||
|
local itemInfo = ShopManager.GetRechargeItemInfo(itemData.goodsId)
|
|||
|
icon.sprite = Util.LoadSprite(GetResourcePath(itemInfo.Resources))
|
|||
|
num.text = itemInfo.Name
|
|||
|
price.text = "¥" .. itemInfo.Price
|
|||
|
-- 判断首充赠送
|
|||
|
local curBuyCount = itemData.buyTimes
|
|||
|
first:SetActive(curBuyCount < 1)
|
|||
|
firstNum.text = itemInfo.FirstMultiple[1][2]
|
|||
|
|
|||
|
-- 购买事件
|
|||
|
Util.AddOnceClick(shopItem, function()
|
|||
|
if AppConst.isSDK then
|
|||
|
PayManager.Pay({ Id = itemData.goodsId })
|
|||
|
else
|
|||
|
NetManager.RequestBuyGiftGoods(itemData.goodsId, function()
|
|||
|
self:RechargeSuccessFunc(itemData.goodsId)
|
|||
|
end)
|
|||
|
end
|
|||
|
end)
|
|||
|
end
|
|||
|
|
|||
|
-- 充值成功回调
|
|||
|
function this:RechargeSuccessFunc(id)
|
|||
|
FirstRechargeManager.RefreshAccumRechargeValue(id)
|
|||
|
OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.DemonCrystal, id)
|
|||
|
self:RefreshShopInfo(false, false)
|
|||
|
--PopupTipPanel.ShowTip("购买成功,请到邮箱中领取!")
|
|||
|
end
|
|||
|
|
|||
|
---=====================================对外接口=============================----
|
|||
|
-- 设置要显示的商店类型
|
|||
|
function this:ShowShop(shopType,_sortingOrder)
|
|||
|
--
|
|||
|
self.titleBg:GetComponent("Canvas").sortingOrder = _sortingOrder + 1
|
|||
|
this.sortingOrder = _sortingOrder
|
|||
|
-- 红点销毁
|
|||
|
self.refreshRedpot:SetActive(false)
|
|||
|
if self.ShopType == SHOP_TYPE.GENERAL_SHOP then
|
|||
|
ClearRedPointObject(RedPointType.Shop_General_Refresh)
|
|||
|
end
|
|||
|
-- 绑定新红点
|
|||
|
if shopType == SHOP_TYPE.GENERAL_SHOP then
|
|||
|
BindRedPointObject(RedPointType.Shop_General_Refresh, self.refreshRedpot)
|
|||
|
end
|
|||
|
|
|||
|
-- 刷新显示
|
|||
|
self.ShopType = shopType
|
|||
|
-- 显示帮助按钮
|
|||
|
local liveConfig = ShopConfig[self.ShopType]
|
|||
|
if liveConfig.IsHelp==1 then
|
|||
|
self.helpBtn:SetActive(true)
|
|||
|
else
|
|||
|
self.helpBtn:SetActive(false)
|
|||
|
end
|
|||
|
self:RefreshShopInfo(false, true)
|
|||
|
-- 设置tip显隐
|
|||
|
local isSSSHop = self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP
|
|||
|
self.scrollBg1:SetActive(not isSSSHop)
|
|||
|
self.scrollBg2:SetActive(not isSSSHop)
|
|||
|
self.titleBg:SetActive(not isSSSHop)
|
|||
|
self.bottom:SetActive(not isSSSHop)
|
|||
|
self.scrollBg3:SetActive(isSSSHop)
|
|||
|
self.tip:SetActive(isSSSHop)
|
|||
|
end
|
|||
|
|
|||
|
-- 设置立绘位置
|
|||
|
function this:SetLivePosition(pos)
|
|||
|
-- 计算位置
|
|||
|
if not pos then
|
|||
|
return
|
|||
|
end
|
|||
|
-- 判断类型
|
|||
|
local liveConfig = ShopConfig[self.ShopType]
|
|||
|
if not liveConfig.liveType or liveConfig.liveType == 1 then
|
|||
|
if not self.liveNode then
|
|||
|
return
|
|||
|
end
|
|||
|
self.liveNode.transform.localPosition = pos
|
|||
|
elseif liveConfig.liveType == 2 then
|
|||
|
if not self.liveImg then
|
|||
|
return
|
|||
|
end
|
|||
|
self.liveImg.transform.localPosition = pos
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
-- 设置商店物品栏位置
|
|||
|
function this:SetItemContentPosition(pos)
|
|||
|
-- 计算位置
|
|||
|
if not pos then
|
|||
|
return
|
|||
|
end
|
|||
|
self.scrollBg.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(pos.x, pos.y)
|
|||
|
--self.scrollBg.transform.localPosition = pos
|
|||
|
end
|
|||
|
|
|||
|
-- 设置基础信息位置
|
|||
|
function this:SetBasePanelPostion(pos)
|
|||
|
self.basePanel:GetComponent("RectTransform").anchoredPosition = pos
|
|||
|
end
|
|||
|
|
|||
|
-- 设置层级
|
|||
|
function this:SetSortLayer(sortLayer)
|
|||
|
--
|
|||
|
Log("sortLayer _GoodsItemList "..sortLayer.." "..LengthOfTable(_GoodsItemList))
|
|||
|
for _, item in pairs(_GoodsItemList) do
|
|||
|
item:SetEffectLayer(sortLayer)--this.sortingOrder)
|
|||
|
end
|
|||
|
|
|||
|
self.titleBg:GetComponent("Canvas").sortingOrder = sortLayer + 1
|
|||
|
|
|||
|
-- 保存层级
|
|||
|
this.sortingOrder = sortLayer
|
|||
|
end
|
|||
|
|
|||
|
return this
|