miduo_client/Assets/ManagedResources/~Lua/Modules/TreasureStore/TreasureStoreSeason2.lua

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Lua
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require("Base/BasePanel")
local TreasureStoreSeason2 = Inherit(BasePanel)
local _DayTipImageFormat = "p_piaomialzhilv_paizi%2d"
local _DayItemFormat = "第%s天"
local _DayNum = 7
--初始化组件(用于子类重写)
function TreasureStoreSeason2:InitComponent()
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self.spLoader = SpriteLoader.New()
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.dayTip = Util.GetGameObject(self.gameObject, "curDayTipImage/curDayTip"):GetComponent("Image")
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self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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--日期list
self.dayList = Util.GetGameObject(self.gameObject, "dayList")
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self.dayPre = Util.GetGameObject(self.gameObject, "dayList/dayPre")
self.dayPre:SetActive(false)
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self.dayScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.dayList.transform,self.dayPre, nil,
Vector2.New(self.dayList.transform.rect.width, self.dayList.transform.rect.height), 1, 1, Vector2.New(0, 0))
self.dayScrollView.moveTween.MomentumAmount = 1
self.dayScrollView.moveTween.Strength = 2
self.dayList = {}
--礼包list
self.giftList = Util.GetGameObject(self.gameObject, "giftList")
self.giftPre = Util.GetGameObject(self.gameObject, "giftList/giftPre")
self.giftPre:SetActive(false)
self.giftScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.giftList.transform,self.giftPre, nil,
Vector2.New(self.giftList.transform.rect.width, self.giftList.transform.rect.height), 1, 1, Vector2.New(0, 0))
self.giftScrollView.moveTween.MomentumAmount = 1
self.giftScrollView.moveTween.Strength = 2
self.giftList = {}
self.itemViewList = {}
self.firstIn = true
end
--绑定事件(用于子类重写)
function TreasureStoreSeason2:BindEvent()
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Util.AddOnceClick(self.btnBack,function ()
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function TreasureStoreSeason2:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.OnShow,self)
end
--移除事件监听(用于子类重写)
function TreasureStoreSeason2:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.OnShow,self)
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end
function TreasureStoreSeason2:OnSortingOrderChange()
end
--界面打开时调用(用于子类重写)
function TreasureStoreSeason2:OnOpen()
end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function TreasureStoreSeason2:OnShow()
self.actData = CommonActPageManager.GetData(ActivityTypeDef.TreasureStoreSeason2)
self:Refresh()
end
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function TreasureStoreSeason2:Refresh()
if self.firstIn then
self.curSelect = self.actData.value
self.firstIn = false
end
CheckRedPointStatus(RedPointType.TreasureStoreSeason2)
self.dayTip.sprite = self.spLoader:LoadSprite("p_piaomialzhilv_paizi0"..self.curSelect)
self:SetDayButton()
self:SetGiftList()
end
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--设置天数的
function TreasureStoreSeason2:SetDayButton()
self.dayScrollView:SetData(self.actData.FreelyData, function (index, item)
Util.GetGameObject(item,"name"):GetComponent("Text").text = string.format(_DayItemFormat,NumToChinese[index])
item:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.curSelect == index and "p_piaomialzhilv_banzi21" or "p_piaomialzhilv_banzi2")
Util.SetGray(item,index > self.actData.value)
Util.AddOnceClick(item,function ()
if index > self.actData.value then
PopupTipPanel.ShowTip(string.format("%s天后开启",index - self.actData.value))
else
self.curSelect = index
self:Refresh()
end
end)
local redPoint = Util.GetGameObject(item,"redPoint")
redPoint:SetActive(false)
for i = 1, #self.actData.FreelyData[index] do
if self.actData.FreelyData[index][i].progress == 1 and self.actData.FreelyData[index][i].Price == 0 then
redPoint:SetActive(true)
end
end
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end,false,true)
end
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--设置礼包list
function TreasureStoreSeason2:SetGiftList()
self.giftScrollView:SetData(self.actData.FreelyData[self.curSelect], function (index, item)
self:ShowSingleData(item,self.actData.FreelyData[self.curSelect][index],index)
end)
end
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function TreasureStoreSeason2:ShowSingleData(_go,_data,_index)
local title = Util.GetGameObject(_go,"title/Text"):GetComponent("Text")
local box = Util.GetGameObject(_go,"box")
local buyBtn = Util.GetGameObject(_go,"buy")
local price = Util.GetGameObject(buyBtn,"Text"):GetComponent("Text")
local redPoint = Util.GetGameObject(buyBtn,"redPoint")
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local times = Util.GetGameObject(_go,"buyInfo"):GetComponent("Text")
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-- LogPink("Id:"..tostring(_data.Id).." PackId:"..tostring(_data.PackId).." progress:"..tostring(_data.progress))
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title.text = _data.Name
Util.SetGray(buyBtn,_data.progress == 8)
Util.SetGray(redPoint,false)
redPoint:SetActive(_data.progress == 1 and _data.Price == 0)
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times.gameObject:SetActive(_data.progress == 1)
if _data.progress == 1 then
times.gameObject:SetActive(true)
times.text = string.format( "剩余:%s次",_data.canBuy)
price.text = _data.Price..""
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else
times.gameObject:SetActive(false)
times.text = ""
price.text = "已购买"
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end
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if not self.itemViewList[_go] then
self.itemViewList[_go] = {}
end
for k,v in ipairs(self.itemViewList[_go]) do
v.gameObject:SetActive(false)
end
for i = 1, #_data.Reward do
local rewardData = _data.Reward[i]
if not self.itemViewList[_go][i] then
self.itemViewList[_go][i] = SubUIManager.Open(SubUIConfig.ItemView, box.transform)
end
self.itemViewList[_go][i]:OnOpen(false, rewardData, 0.8,false,false,false,self.sortingOrder)
self.itemViewList[_go][i].gameObject:SetActive(true)
end
Util.AddOnceClick(buyBtn,function ()
if _data.progress == 1 then
PayManager.Pay(_data.PackId, function(id)
FirstRechargeManager.RefreshAccumRechargeValue(_data.PackId)
self:OnShow()
end)
end
end)
end
--界面关闭时调用(用于子类重写)
function TreasureStoreSeason2:OnClose()
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self.firstIn = false
end
--界面销毁时调用(用于子类重写)
function TreasureStoreSeason2:OnDestroy()
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self.spLoader:Destroy()
self.itemViewList = {}
self.giftList = {}
self.dayList = {}
end
return TreasureStoreSeason2