miduo_client/Assets/ManagedResources/~Lua/Modules/FuXingGaoZhao/FuXingGaoZhaoPanel.lua

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Lua
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require("Base/BasePanel")
local FuXingGaoZhao = Inherit(BasePanel)
local this = FuXingGaoZhao
local sortingOrder = 0
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local rewardList = {}
local itemPreList={} --item预设容器
local data
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--初始化组件(用于子类重写)
function FuXingGaoZhao:InitComponent()
self.backBtn = Util.GetGameObject(self.gameObject,"btnBack")
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self.effect = Util.GetGameObject(self.gameObject,"UI_effect_LuckyCatPanel_normal")
self.time = Util.GetGameObject(self.gameObject,"Time"):GetComponent("Text")
self.getBtn = Util.GetGameObject(self.gameObject,"getBtn")
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FuXingGaoZhaoManager.InitRewardData()
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self.mid = Util.GetGameObject(self.gameObject,"mid")
if #rewardList == 0 then
for i = 1, self.mid.transform.childCount do
table.insert(rewardList,self.mid.transform:GetChild(i-1))
end
end
self.gift = ConfigManager.GetConfigDataByKey(ConfigName.StoreConfig,"Id",11001)
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end
--绑定事件(用于子类重写)
function FuXingGaoZhao:BindEvent()
Util.AddClick(self.backBtn,function ()
self:ClosePanel()
end)
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Util.AddClick(self.getBtn,function ()
if data.ActState == 0 then
local costId, abcd = self.gift.Cost[1][1], self.gift.Cost[2]
local costNum = CalculateCostCount(0, abcd)
if costNum > BagManager.GetTotalItemNum(costId) then
JumpManager.GoJump(36003)
else
local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,costId).Name
MsgPanel.ShowTwo(string.format( "是否花费%s%s进行储值",costNum,GetLanguageStrById(itemName)), nil, function()
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUXING_SHOP,11001,1,function()
PopupTipPanel.ShowTip("您已成功进行储值!")
FuXingGaoZhao:Refresh()
end,0)
end)
end
elseif data.ActState == 1 then
NetManager.GetActivityRewardRequest(-1,ActivityTypeDef.FuXingGaoZhao,function (drop)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function()
FuXingGaoZhao:Refresh()
end)
end)
end
end)
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end
--添加事件监听(用于子类重写)
function FuXingGaoZhao:AddListener()
end
--移除事件监听(用于子类重写)
function FuXingGaoZhao:RemoveListener()
end
function FuXingGaoZhao:OnSortingOrderChange()
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Util.AddParticleSortLayer(self.effect, self.sortingOrder - sortingOrder)
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sortingOrder = self.sortingOrder
end
--界面打开时调用(用于子类重写)
function FuXingGaoZhao:OnOpen()
end
-- 打开,重新打开时回调
function FuXingGaoZhao:OnShow()
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FuXingGaoZhao:Refresh()
end
function FuXingGaoZhao:Refresh()
data = FuXingGaoZhaoManager.GetData()
FuXingGaoZhao:SetBtn()
for i = 1, #rewardList do
FuXingGaoZhao:SetSingleReward(rewardList[i],data.rewards[i],i)
end
end
function FuXingGaoZhao:SetBtn()
local text = Util.GetGameObject(self.getBtn,"Text"):GetComponent("Text")
local redPoint = Util.GetGameObject(self.getBtn,"redPoint")
if data.ActState == 0 then
self.getBtn:SetActive(true)
redPoint:SetActive(false)
elseif data.ActState == 1 then
local bool = FuXingGaoZhaoManager.CheckRedPoint()
self.getBtn:SetActive(bool)
redPoint:SetActive(bool)
end
end
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function FuXingGaoZhao:SetSingleReward(go,data,index)
local reward = Util.GetGameObject(go,"GameObject")
local mask = Util.GetGameObject(go,"GameObject")
Util.GetGameObject(go,"Text"):GetComponent("Text").text = string.format("第%s天",NumToSimplenessFont[index])
if not itemPreList[index] then
itemPreList[index] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform)
end
itemPreList[index]:OnOpen(false, data.Reward, 0.85,false, false, false, sortingOrder)
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end
--界面关闭时调用(用于子类重写)
function FuXingGaoZhao:OnClose()
end
--界面销毁时调用(用于子类重写)
function FuXingGaoZhao:OnDestroy()
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itemPreList={}
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end
return FuXingGaoZhao