miduo_client/Assets/ManagedResources/~Lua/Modules/XiaoYao/XiaoYaoEventPanel.lua

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Lua
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require("Base/BasePanel")
local XiaoYaoEventPanel = Inherit(BasePanel)
local this = XiaoYaoEventPanel
local triggertype=0 --0游历成功 大于0触发仙缘
--初始化组件(用于子类重写)
function this:InitComponent()
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this.spLoader = SpriteLoader.New()
this.btnBack = Util.GetGameObject(self.transform, "closeBtn")
this.title=Util.GetGameObject(self.transform, "bg/title"):GetComponent("Image")
this.grid=Util.GetGameObject(self.transform, "bg/grid")
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this.grid2=Util.GetGameObject(self.transform, "bg/grid2")
-- this.eventName=Util.GetGameObject(self.transform, "bg/xianyuan/name"):GetComponent("Text")
--this.eventIcon=Util.GetGameObject(self.transform, "bg/xianyuan/icon"):GetComponent("Image")
this.preList={}
for i = 1, 3 do
local item=Util.GetGameObject(self.transform, "bg/grid2/xianyuan"..i)
table.insert(this.preList,item)
end
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this.rewardItemViewList = {}
end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddClick(this.btnBack, function()
this:ClosePanel()
if triggertype==0 then
XiaoYaoManager.OpenMapList()
end
end)
end
--界面打开时调用(用于子类重写)
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function this:OnOpen(_type,_data,curindex,list,num)
triggertype=_type
if _type>0 then
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this.title.sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_chufaxianyuan_zh")
this.grid:SetActive(false)
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for i = 1, #this.preList do
this.preList[i]:SetActive(false)
end
local index=0
for i = curindex-num+1, curindex do
-- LogError("list[i].eventData.Style=="..list[i].eventData.Style)
if list[i].eventData and (list[i].eventData.Style==24 or list[i].eventData.Style==25 or list[i].eventData.Style==26) then
index=index+1
if this.preList[index] then
this.preList[index]:SetActive(true)
Util.GetGameObject(this.preList[index], "name"):GetComponent("Text").text=string.format("★%s★",GetLanguageStrById(list[i].eventData.Desc))
--LogError("_data.Desc==".._data.Desc.." _data.EventPointBg==".._data.EventPointBg)
Util.GetGameObject(this.preList[index], "icon"):GetComponent("Image").sprite=this.spLoader:LoadSprite(list[i].eventData.EventPointBg)
end
end
end
-- if _data~=nil then
-- this.eventName.text=string.format("★%s★",GetLanguageStrById(_data.Desc))
-- LogError("_data.Desc==".._data.Desc.." _data.EventPointBg==".._data.EventPointBg)
-- this.eventIcon.sprite=this.spLoader:LoadSprite(_data.EventPointBg)
-- end
else
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this.grid2:SetActive(false)
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this.title.sprite=this.spLoader:LoadSprite("x_xiaoyaoyou_youlichenggong_zh")
this.grid:SetActive(true)
local showItemdata=this.GetDropReward(_data)
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local starItemDataList=BagManager.GetItemListFromTempBag(_data)
for i = 1, #starItemDataList do
this.SetItemData2(starItemDataList[i])
end
-- Log("终极大奖:"..#_data.itemlist)
-- Log("终极大奖:"..#showItemdata)
if showItemdata and #showItemdata>0 then
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for i = 1, math.max(#showItemdata,#this.rewardItemViewList) do
if not showItemdata[i] then
this.rewardItemViewList[i].gameObject:SetActive(false)
else
if not this.rewardItemViewList[i] then
this.rewardItemViewList[i] = SubUIManager.Open(SubUIConfig.ItemView, this.grid.transform)
end
end
this.rewardItemViewList[i]:OnOpen(false,showItemdata[i],1)
end
end
end
end
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--存储本地
function this.SetItemData2(itemdata)
if itemdata.itemType==1 then
--后端更新
elseif itemdata.itemType==2 then
EquipManager.UpdateEquipData(itemdata.backData)
elseif itemdata.itemType==3 then
HeroManager.UpdateHeroDatas(itemdata.backData)
elseif itemdata.itemType==4 then
TalismanManager.InitUpdateSingleTalismanData(itemdata.backData)
elseif itemdata.itemType==5 then
EquipTreasureManager.InitSingleTreasureData(itemdata.backData)
elseif itemdata.itemType==6 then
PokemonManager.UpdatePokemonDatas(itemdata.backData,true)
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elseif itemdata.itemType==51 then
FaXiangManager.InitSingleTreasureData(itemdata.backData)
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end
end
function this.GetDropReward(_drop)
local _rewardList={}
if _drop.itemlist then
for i = 1, #_drop.itemlist do
Log("list有奖励")
local _rewardData={}
_rewardData[1]=_drop.itemlist[i].itemId
_rewardData[2]=_drop.itemlist[i].itemNum
table.insert(_rewardList,_rewardData)
end
end
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if _drop.equipId then
for i = 1, #_drop.equipId do
local _rewardData={}
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_rewardData[1]=_drop.equipId[i].equipId--id
_rewardData[2]=1
table.insert(_rewardList,_rewardData)
end
end
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if _drop.Hero then
for i = 1, #_drop.Hero do
local _rewardData={}
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_rewardData[1]=_drop.Hero[i].heroId--id
_rewardData[2]=1
table.insert(_rewardList,_rewardData)
end
end
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if _drop.soulEquip then
for i = 1, #_drop.soulEquip do
local _rewardData={}
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_rewardData[1]=_drop.soulEquip[i].equipId--id
_rewardData[2]=1
table.insert(_rewardList,_rewardData)
end
end
return _rewardList
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 this:OnShow()
end
--界面关闭时调用(用于子类重写)
function this:OnClose()
if triggertype>0 then
Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.PlayEventEffect)
end
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
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for i = 1, #this.rewardItemViewList do
SubUIManager.Close(this.rewardItemViewList[i])
end
this.rewardItemViewList = {}
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this.spLoader:Destroy()
end
return XiaoYaoEventPanel