miduo_client/Assets/ManagedResources/~Lua/Modules/ActivityGift/OpenSeverWelfarePanel.lua

210 lines
8.4 KiB
Lua
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require("Base/BasePanel")
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OpenSeverWelfarePanel = Inherit(BasePanel)
local this = OpenSeverWelfarePanel
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local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
local sortingOrder = 0
local isPlayAnim = true
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--初始化组件(用于子类重写)
function OpenSeverWelfarePanel:InitComponent()
this.closeBtn = Util.GetGameObject(self.transform, "bg/closeBtn")
this.titleText = Util.GetGameObject(self.transform, "bg/titleText"):GetComponent("Text")
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this.timeText = Util.GetGameObject(self.transform, "timeText"):GetComponent("Text")
this.timeTextGo = Util.GetGameObject(self.transform, "timeText")
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this.rewardPre = Util.GetGameObject(self.gameObject, "rewardPre")
local v = Util.GetGameObject(self.gameObject, "rect"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "rect").transform,
this.rewardPre, nil, Vector2.New(v.width, v.height), 1, 1, Vector2.New(0,-5))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoviceItemList={}--存储itemview 重复利用
end
--绑定事件(用于子类重写)
function OpenSeverWelfarePanel:BindEvent()
Util.AddClick(this.closeBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function OpenSeverWelfarePanel:AddListener()
end
--移除事件监听(用于子类重写)
function OpenSeverWelfarePanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function OpenSeverWelfarePanel:OnOpen(...)
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)
function OpenSeverWelfarePanel:OnShow()
isPlayAnim = true
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this.OnShowPanelData(true,true)
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end
function OpenSeverWelfarePanel:OnSortingOrderChange()
for i, v in pairs(this.NoviceItemList) do
for j = 1, #this.NoviceItemList[i] do
if this.NoviceItemList[i][j] and this.NoviceItemList[i][j].gameObject then
this.NoviceItemList[i][j]:SetEffectLayer(self.sortingOrder)
end
end
end
sortingOrder = self.sortingOrder
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end
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local isShowNeedGetUpTextId = 0
local activityData = {}
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function this.OnShowPanelData(isTop,isAni)
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this.titleText.text = Language[10021]
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activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.OpenSeverWelfare)
isShowNeedGetUpTextId = 0
if activityData then
this.RemainTimeDown(this.timeTextGo,this.timeText,activityData.endTime - GetTimeStamp())
ActivityGiftManager.OpenSeverWelfareRewardTabsSort(activityData.mission)
this.ScrollView:SetData(activityData.mission, function (index, go)
this.SingleDataShow(go, activityData.mission[index])
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end,not isTop,not isAni)
if isPlayAnim then
SecTorPlayAnimByScroll(this.ScrollView)
isPlayAnim = false
end
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end
end
function this.SingleDataShow(go,rewardData)
local activityRewardGo = go
-- if isPlayAnim then
-- activityRewardGo:SetActive(false)
-- else
-- activityRewardGo:SetActive(true)
-- end
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local sConFigData = activityRewardConfig[rewardData.missionId]
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local titleText = Util.GetGameObject(activityRewardGo, "titleImage/titleText"):GetComponent("Text")
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titleText.text = GetLanguageStrById(sConFigData.ContentsShow)
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local itemGroup = Util.GetGameObject(activityRewardGo, "content")
--滚动条复用重设itemview
if this.NoviceItemList[go] then
for i = 1, 4 do
this.NoviceItemList[go][i].gameObject:SetActive(false)
end
for i = 1, #sConFigData.Reward do
if this.NoviceItemList[go][i] then
this.NoviceItemList[go][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.9,false,false,false,sortingOrder)
this.NoviceItemList[go][i].gameObject:SetActive(true)
end
end
else
this.NoviceItemList[go]={}
for i = 1, 4 do
this.NoviceItemList[go][i] = SubUIManager.Open(SubUIConfig.ItemView, itemGroup.transform)
this.NoviceItemList[go][i].gameObject:SetActive(false)
end
for i = 1, #sConFigData.Reward do
this.NoviceItemList[go][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.9,false,false,false,sortingOrder)
this.NoviceItemList[go][i].gameObject:SetActive(true)
end
end
local lingquButton = Util.GetGameObject(activityRewardGo.gameObject, "lingquButton")
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local text = Util.GetGameObject(activityRewardGo.gameObject, "lingquButton/Text"):GetComponent("Text")
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Util.GetGameObject(lingquButton.gameObject, "redPoint"):SetActive(false)
local qianwangButton = Util.GetGameObject(activityRewardGo.gameObject, "qianwangButton")
local getFinishText = Util.GetGameObject(activityRewardGo.gameObject, "getFinishText")
local getRewardProgress = Util.GetGameObject(activityRewardGo.gameObject, "getRewardProgress")
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local needGetUpText = Util.GetGameObject(activityRewardGo.gameObject, "needGetUpText")
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local state = rewardData.state
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local value = sConFigData.Values[1][1]
local isPass = FightPointPassManager.IsFightPointPass(value)
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lingquButton:SetActive(isPass)
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qianwangButton:SetActive(state == 0 and not isPass)
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if state == 1 then
text.text = Language[10101]
Util.SetGray(lingquButton,true)
lingquButton:GetComponent("Button").interactable = false
else
text.text = Language[11948]
Util.SetGray(lingquButton,false)
lingquButton:GetComponent("Button").interactable = true
end
-- getFinishText:SetActive(state == 1)
getFinishText:SetActive(false)
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needGetUpText:SetActive(state == 0)
if isShowNeedGetUpTextId == 0 and state == 0 or isShowNeedGetUpTextId == rewardData.missionId then
isShowNeedGetUpTextId = rewardData.missionId
needGetUpText:SetActive(false)
end
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getRewardProgress:SetActive(state == 0)
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if state == 0 and isPass then
getRewardProgress:GetComponent("Text").text = "(1/1)"
else
getRewardProgress:GetComponent("Text").text = "(0/1)"
end
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Util.AddOnceClick(qianwangButton, function()
if sConFigData.Jump then
JumpManager.GoJump(sConFigData.Jump[1])
end
end)
Util.AddOnceClick(lingquButton, function()
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if isShowNeedGetUpTextId ~= rewardData.missionId then
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PopupTipPanel.ShowTip(Language[10022])
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return
end
NetManager.GetActivityRewardRequest(rewardData.missionId, activityData.activityId, function(drop)
--ActivityGiftManager.GetActivityRewardRequest(ActivityTypeDef.OpenSeverWelfare,rewardData.missionId, function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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this.OnShowPanelData(false,false)
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint)
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end)
end)
end)
end
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this.timer = Timer.New()
--刷新倒计时显示
function this.RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown)
if timeDown > 0 then
if _timeTextExpertgo then
_timeTextExpertgo:SetActive(true)
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end
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if _timeTextExpert then
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_timeTextExpert.text = Language[10023]..GetLeftTimeStrByDeltaTime2(timeDown)
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end
if this.timer then
this.timer:Stop()
this.timer = nil
end
this.timer = Timer.New(function()
if _timeTextExpert then
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_timeTextExpert.text = Language[10023]..GetLeftTimeStrByDeltaTime2(timeDown)
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end
if timeDown < 0 then
if _timeTextExpertgo then
_timeTextExpertgo:SetActive(false)
end
this.timer:Stop()
this.timer = nil
end
timeDown = timeDown - 1
end, 1, -1, true)
this.timer:Start()
else
if _timeTextExpertgo then
_timeTextExpertgo:SetActive(false)
end
end
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end
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--界面关闭时调用(用于子类重写)
function OpenSeverWelfarePanel:OnClose()
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if this.timer then
this.timer:Stop()
this.timer = nil
end
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end
--界面销毁时调用(用于子类重写)
function OpenSeverWelfarePanel:OnDestroy()
end
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return OpenSeverWelfarePanel