2020-09-23 20:27:29 +08:00
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require("Base/BasePanel")
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2020-09-24 17:07:12 +08:00
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local DemonSlayerPanel = Inherit(BasePanel)
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2020-09-23 20:27:29 +08:00
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local this = DemonSlayerPanel
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2020-09-24 17:07:12 +08:00
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local sortingOrder = 0
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local allData={}
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local actRankConfig = ConfigManager.GetConfig(ConfigName.ActivityRankingReward)
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local itemsGrid = {}--item重复利用
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local state = 0
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2020-09-24 20:47:16 +08:00
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local allRankData,myRankData
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2020-09-24 17:07:12 +08:00
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local rankImage={
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[1] = "r_playerrumble_paiming_01",
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[2] = "r_playerrumble_paiming_02",
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[3] = "r_playerrumble_paiming_03",
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}
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2020-09-23 20:27:29 +08:00
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--初始化组件(用于子类重写)
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function DemonSlayerPanel:InitComponent()
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this.btnBack = Util.GetGameObject(self.gameObject,"BackBtn")
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this.helpBtn = Util.GetGameObject(self.gameObject,"HelpBtn")
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2020-09-24 20:47:16 +08:00
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this.btnRank = Util.GetGameObject(self.gameObject,"RankList")
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2020-09-23 20:27:29 +08:00
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2020-09-24 17:07:12 +08:00
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this.time = Util.GetGameObject(self.gameObject, "rewardContent/time")
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this.leftTime = Util.GetGameObject(self.gameObject, "rewardContent/time/num"):GetComponent("Text")
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this.myRank = Util.GetGameObject(self.gameObject, "rewardContent/myRank/num"):GetComponent("Text")
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this.pos = Util.GetGameObject(self.gameObject, "pos")
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this.itemPre = Util.GetGameObject(self.gameObject, "rewardContent/reward/itemPre")
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this.scrollItem = Util.GetGameObject(self.gameObject, "rewardContent/reward/grid")
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local rootHight = this.scrollItem.transform.rect.height
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local width = this.scrollItem.transform.rect.width
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollItem.transform,
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this.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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2020-09-23 20:27:29 +08:00
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end
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--绑定事件(用于子类重写)
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function DemonSlayerPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.helpBtn, function()
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local pos = this.helpBtn.transform.localPosition
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2020-09-24 17:07:12 +08:00
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.DemonSlayer, pos.x, pos.y)
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2020-09-23 20:27:29 +08:00
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end)
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2020-09-24 20:47:16 +08:00
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Util.AddClick(this.btnRank, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[11])
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end)
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2020-09-23 20:27:29 +08:00
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end
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--添加事件监听(用于子类重写)
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function DemonSlayerPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function DemonSlayerPanel:RemoveListener()
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end
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2020-09-24 20:47:16 +08:00
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-- function DemonSlayerPanel:OnSortingOrderChange()
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-- for i, v in pairs(itemsGrid) do
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-- for j = 1, #itemsGrid[i] do
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-- itemsGrid[i][j]:SetEffectLayer()
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-- end
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-- end
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-- end
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2020-09-23 20:27:29 +08:00
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--界面打开时调用(用于子类重写)
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function DemonSlayerPanel:OnOpen()
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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)
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function DemonSlayerPanel:OnShow()
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2020-09-24 17:07:12 +08:00
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DemonSlayerPanel:Refresh()
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end
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function DemonSlayerPanel:Refresh()
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local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.DemonSlayer)
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DemonSlayerPanel:SetState(ActInfo)
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2020-09-24 20:47:16 +08:00
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DemonSlayerPanel:SetRank(ActInfo)
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2020-09-24 17:07:12 +08:00
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DemonSlayerPanel:OnShowData(ActInfo)
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DemonSlayerPanel:SetTime(ActInfo)
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end
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2020-09-24 20:47:16 +08:00
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function DemonSlayerPanel:SetRank(ActInfo)
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2020-09-24 17:07:12 +08:00
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if state == 0 then
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RankingManager.InitData(RANK_TYPE.MONSTER_RANK,function ()
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allRankData,myRankData = RankingManager.GetRankingInfo()
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2020-09-24 20:47:16 +08:00
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if not myRankData.rank or (myRankData.rank and myRankData.rank < 1) then--排名对比 <0未上榜
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this.myRank.text = Language[10041] --未上榜
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else
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this.myRank.text = myRankData.rank --上榜
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end
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for i = 1, 3 do
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local item = Util.GetGameObject(this.pos,"pos"..i.."/name"):GetComponent("Text")
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item.text = "虚位以待"
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end
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2020-09-24 17:07:12 +08:00
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end)
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elseif state == 1 then
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2020-09-24 20:47:16 +08:00
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RankingManager.InitData(RANK_TYPE.GOLD_EXPER,function ()
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allRankData,myRankData = RankingManager.GetRankingInfo()
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if not myRankData.rank or (myRankData.rank and myRankData.rank < 1) then--排名对比 <0未上榜
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this.myRank.text = Language[10041] --未上榜
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else
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this.myRank.text = myRankData.rank --上榜
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end
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for i = 1, 3 do
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local item = Util.GetGameObject(this.pos,"pos"..i.."/name"):GetComponent("Text")
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item.text = allRankData[i].userName
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end
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end,ActInfo.activityId)
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2020-09-24 17:07:12 +08:00
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end
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end
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function DemonSlayerPanel:SetState(ActInfo)
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local extraTime = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActInfo.activityId).GapTime*86400
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2020-09-24 20:47:16 +08:00
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local time1 = ActInfo.endTime - GetTimeStamp()
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if time1 - extraTime > 0 then
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state = 0--7天内
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else
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2020-09-24 20:47:16 +08:00
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state = 1--2天内
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2020-09-24 17:07:12 +08:00
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end
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2020-09-23 20:27:29 +08:00
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end
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2020-09-24 17:07:12 +08:00
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function DemonSlayerPanel:OnShowData(ActInfo)
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allData={}
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local prefab = {}
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allData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRankingReward,"ActivityId",ActInfo.activityId)
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if allData then
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this.ScrollView:SetData(allData, function (index, go)
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table.insert(prefab,go)
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DemonSlayerPanel:SingleDataShow(go, allData[index],index)
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end)
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end
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-- SecTorPlayAnim(prefab)
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end
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function DemonSlayerPanel:SingleDataShow(pre,data,index)
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local rank = Util.GetGameObject(pre,"rank")
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local rank2 = Util.GetGameObject(pre,"rank2")
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local num = Util.GetGameObject(pre,"rank/num")
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local rewards = Util.GetGameObject(pre,"rewards")
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local shows = data.RankingReward
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if index<4 then
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rank2:GetComponent("Image").sprite = Util.LoadSprite(rankImage[index])
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num:SetActive(false)
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rank:SetActive(false)
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rank2:SetActive(true)
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else
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num:SetActive(true)
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rank2:SetActive(false)
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rank:SetActive(true)
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num:GetComponent("Text").text = data.MinRank.."-"..data.MaxRank
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end
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--滚动条复用重设itemview
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if itemsGrid[pre] then
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for i = 1, 5 do
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itemsGrid[pre][i].gameObject:SetActive(false)
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end
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for i = 1, #shows do
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if itemsGrid[pre][i] then
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itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
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itemsGrid[pre][i].gameObject:SetActive(true)
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end
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end
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else
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itemsGrid[pre]={}
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for i = 1, 5 do
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itemsGrid[pre][i] = SubUIManager.Open(SubUIConfig.ItemView, rewards.transform)
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itemsGrid[pre][i].gameObject:SetActive(false)
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end
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for i = 1, #shows do
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itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
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itemsGrid[pre][i].gameObject:SetActive(true)
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end
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end
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end
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function DemonSlayerPanel:SetTime(ActInfo)
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local extraTime = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActInfo.activityId).GapTime*86400
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--设置一进去的时间,不设置的话一进去会不对
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this.time:SetActive(state == 0)
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local time = ActInfo.endTime - GetTimeStamp() - extraTime
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if time > 86400 then
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this.leftTime.text = TimeToDH(time)
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else
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this.leftTime.text = TimeToHMS(time)
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end
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--计时器
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2020-09-24 20:47:16 +08:00
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this.timer = Timer.New(function ()
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2020-09-24 17:07:12 +08:00
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if state == 0 then
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this.time:SetActive(true)
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local time = ActInfo.endTime - GetTimeStamp() - extraTime
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if time > 86400 then
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this.leftTime.text = TimeToDH(time)
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else
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this.leftTime.text = TimeToHMS(time)
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end
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time = time -1
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if time <= 0 then
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DemonSlayerPanel:Refresh()
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end
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elseif state == 1 then
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-- body
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this.time:SetActive(false)
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local time = ActInfo.endTime - GetTimeStamp()
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time = time -1
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if time <= 0 then
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self:ClosePanel()
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PopupTipPanel.ShowTip(Language[10029])
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end
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end
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end,1,-1,true):Start()
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end
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2020-09-23 20:27:29 +08:00
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--界面关闭时调用(用于子类重写)
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function DemonSlayerPanel:OnClose()
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2020-09-24 17:07:12 +08:00
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sortingOrder = 0
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2020-09-24 20:47:16 +08:00
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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2020-09-23 20:27:29 +08:00
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end
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--界面销毁时调用(用于子类重写)
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function DemonSlayerPanel:OnDestroy()
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2020-09-24 17:07:12 +08:00
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sortingOrder = 0
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2020-09-23 20:27:29 +08:00
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end
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return DemonSlayerPanel
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