miduo_client/Assets/ManagedResources/~Lua/Modules/LingMaiMiJing/LingMaiMiJingPanel.lua

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Lua
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require("Base/BasePanel")
local LingMaiMiJingPanel = Inherit(BasePanel)
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local lodeConfig = ConfigManager.GetConfig(ConfigName.LodeConfig)
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local TEXTLIST = {
[1] = "距灵脉秘境结束:%s",
[2] = "距灵脉秘境开启:%s",
[3] = "距灵脉秘境关闭:%s",
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[4] = "当前state为0",
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}
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--初始化组件(用于子类重写)
function LingMaiMiJingPanel:InitComponent()
self.spLoader = SpriteLoader.New()
-- 屏幕适配修改
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
self.backBtn = Util.GetGameObject(self.gameObject,"backBtn")
self.helpBtn = Util.GetGameObject(self.gameObject,"HelpBtn")
self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
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--top
self.topBar = Util.GetGameObject(self.gameObject,"topBar")
self.leftTime = Util.GetGameObject(self.topBar,"Text"):GetComponent("Text")
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--bottom
self.bottom = Util.GetGameObject(self.gameObject,"bottomBar")
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self.time = Util.GetGameObject(self.bottom,"time")
self.TextTip = Util.GetGameObject(self.bottom,"Text")
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self.mytime = Util.GetGameObject(self.bottom,"time/Text"):GetComponent("Text")
self.rewardGrid = Util.GetGameObject(self.bottom,"grid")
self.rewardPre = Util.GetGameObject(self.rewardGrid,"rewardPre")
self.rewardList = {}
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self.jump = Util.GetGameObject(self.bottom,"Jump")
self.jumpBtn = Util.GetGameObject(self.jump,"btnJump")
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self.battleTime = Util.GetGameObject(self.jump,"Time/Text"):GetComponent("Text")
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self.inputField = Util.GetGameObject(self.jump, "Input/InputField"):GetComponent("InputField")
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--rightBtns
self.rightBtns = Util.GetGameObject(self.gameObject,"rightBtns")
self.sortBtn = Util.GetGameObject(self.rightBtns,"sortBtn")
self.rewardBtn = Util.GetGameObject(self.rightBtns,"rewardBtn")
self.recordBtn = Util.GetGameObject(self.rightBtns,"recordBtn")
--contentgrid
self.contentGrid = Util.GetGameObject(self.gameObject,"ContentGrid")
self.veinList = {}
self.itemList = {}
for i = 1, 5 do
self.veinList[i] = Util.GetGameObject(self.contentGrid,"VeinPre ("..i..")")
end
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--左右切换按钮
self.lastBtn = Util.GetGameObject(self.gameObject,"lastBtn")
self.nextBtn = Util.GetGameObject(self.gameObject,"nextBtn")
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end
--绑定事件(用于子类重写)
function LingMaiMiJingPanel:BindEvent()
Util.AddClick(self.backBtn,function()
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LingMaiMiJingManager.curPage = 0
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self:ClosePanel()
end)
Util.AddOnceClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LingMaiMiJing,self.helpPosition.x,self.helpPosition.y)
end)
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Util.AddOnceClick(self.recordBtn, function()
LingMaiMiJingManager.OpenRecord()
end)
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Util.AddOnceClick(self.rewardBtn, function()
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table.sort(self.groupList, function (a,b)
return a.Id < b.Id
end )
local num = LingMaiMiJingManager.myPlaceId - self.groupList[1].Id + 1
UIManager.OpenPanel(UIName.GeneralRankRewardPanel,5,num)--需要活动id和我的排名
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end)
Util.AddOnceClick(self.sortBtn, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[33])
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end)
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Util.AddClick(self.lastBtn,function()
LingMaiMiJingManager.curPage = LingMaiMiJingManager.curPage - 1
self:OnShow()
end)
Util.AddClick(self.nextBtn,function()
LingMaiMiJingManager.curPage = LingMaiMiJingManager.curPage + 1
self:OnShow()
end)
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Util.AddClick(self.jumpBtn,function()
if self.inputField.text ~= "" then
local num = tonumber(self.inputField.text)
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if num > #self.groupList/5 then
num = #self.groupList/5
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elseif num < 0 then
num = 1
end
LingMaiMiJingManager.curPage = num
self:OnShow()
self.inputField.text = ""
else
PopupTipPanel.ShowTip("请输入要前往的位置")
end
end)
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end
--添加事件监听(用于子类重写)
function LingMaiMiJingPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.LingMaiMiJing.RefreshPanel, self.OnShow,self)
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end
--移除事件监听(用于子类重写)
function LingMaiMiJingPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.LingMaiMiJing.RefreshPanel, self.OnShow,self)
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end
--跨服
function LingMaiMiJingPanel:OnOpen()
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self.UpView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
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end
--界面打开时调用(用于子类重写)
function LingMaiMiJingPanel:OnShow()
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NetManager.GetLingMaiInfoRequest(LingMaiMiJingManager.curPage,function ()
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self.data = LingMaiMiJingManager.GetData()
self:SetTime()
self:SetMydata()
self:SetVeins()
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self.groupList = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.LodeConfig,"Group",lodeConfig[LingMaiMiJingManager.myPlaceId].Group)
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self.lastBtn:SetActive(LingMaiMiJingManager.curPage - 1 > 0)
self.nextBtn:SetActive(LingMaiMiJingManager.curPage + 1 <= 50)
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end)
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end
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function LingMaiMiJingPanel:SetMydata()
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if self.data.myPlaceId > 0 then
self.time:SetActive(true)
self.TextTip:SetActive(false)
self.rewardGrid:SetActive(true)
local configData = lodeConfig[self.data.myPlaceId]
for i = 1, #self.rewardList do
self.rewardList[i]:SetActive(false)
end
for j = 1, #configData.RewardList do
local item = self.rewardList[j]
if not item then
item = newObjToParent(self.rewardPre,self.rewardGrid.transform)
self.rewardList[j] = item
end
item:SetActive(true)
Util.GetGameObject(item,"icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(configData.RewardList[j][1]))
Util.GetGameObject(item,"Text"):GetComponent("Text").text = string.format( "%s/分",configData.RewardList[j][2])
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end
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else
self.time:SetActive(false)
self.TextTip:SetActive(true)
self.rewardGrid:SetActive(false)
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end
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self.battleTime.text = string.format("剩余挑战次数:%s",5)
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ForceRebuildLayout(self.bottom.transform)
end
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function LingMaiMiJingPanel:SetVeins()
for i = 1, 5 do
local go = self.veinList[i]
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local data = self.data.lingmaiData[i]
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local title = Util.GetGameObject(go,"title/Name"):GetComponent("Text")
local num = Util.GetGameObject(go,"title/Num"):GetComponent("Text")
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local obtain = Util.GetGameObject(go,"obtain")
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local name = Util.GetGameObject(go,"obtain/name"):GetComponent("Text")
local grid = Util.GetGameObject(go,"obtain/grid")
local rewardPre = Util.GetGameObject(grid,"rewardPre")
rewardPre:SetActive(false)
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-- obtain:SetActive(LingMaiMiJingManager.state == 1)
obtain:SetActive(true)
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title.text = data.veinName
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num.text = data.No
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name.text = string.format( "%s %s",data.servername,data.name)
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if not self.itemList[i] then
self.itemList[i] = {}
end
for k = 1, #self.itemList[i] do
self.itemList[i][k]:SetActive(false)
end
for j = 1, #data.RewardList do
local item = self.itemList[i][j]
if not item then
item = newObjToParent(rewardPre,grid.transform)
self.itemList[i][j] = item
end
item:SetActive(true)
Util.GetGameObject(item,"icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.RewardList[j][1]))
Util.GetGameObject(item,"Text"):GetComponent("Text").text = string.format( "%s/分",data.RewardList[j][2])
end
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Util.AddOnceClick(go,function ()
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-- if LingMaiMiJingManager.state == 1 then
UIManager.OpenPanel(UIName.PlayerInfoPopup, data.uid,PLAYER_INFO_VIEW_TYPE.LINGMAIMIJING,data.serverName and data.serverName or nil,data)
-- else
-- PopupTipPanel.ShowTip("<color=red>灵脉秘境未开启!</color>")
-- end
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end)
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end
end
function LingMaiMiJingPanel:SetTime()
if self.data.state == 0 then
self:ClosePanel()
end
if self.timer then
self.timer:Stop()
self.timer = nil
end
local time = self.data.endTime - GetTimeStamp()
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local timeStayAtHere = GetTimeStamp() - self.data.startTime
self.mytime.text = string.format("%s分",math.floor( timeStayAtHere/60 ))
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local text = TEXTLIST[self.data.state]
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self.leftTime.text = string.format(text,TimeToHMS(time))
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self.timer = Timer.New(function ()
time = time - 1
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timeStayAtHere = timeStayAtHere + 1
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self.leftTime.text = string.format(text,TimeToHMS(time))
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self.mytime.text = string.format("%s分",math.floor( timeStayAtHere/60 ))
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if time <= 0 then
self:OnShow()
end
end, 1, -1, true)
self.timer:Start()
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end
--界面关闭时调用(用于子类重写)
function LingMaiMiJingPanel:OnClose()
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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)
function LingMaiMiJingPanel:OnDestroy()
self.spLoader:Destroy()
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self.veinList = {}
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self.rewardList = {}
self.itemList = {}
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end
return LingMaiMiJingPanel