miduo_client/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua

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Lua
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require("Base/BasePanel")
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local DynamicActivityPanel = Inherit(BasePanel)
local this = DynamicActivityPanel
-- Tab管理器
local TabBox = require("Modules/Common/TabBox")
local GlobalActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
local _CurPageIndex =1
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local orginLayer
local tabs = {
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[1] = { --破阵诛仙
default = "p_pozhengzhuxian_anniu_02", lock = "p_pozhengzhuxian_anniu_02", select = "p_pozhengzhuxian_anniu_01",
rpType = RedPointType.DynamicActTask,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct
},
[2] = { --勇冠三军
default = "c_ydsj_anniu_02", lock = "c_ydsj_anniu_02", select = "c_ydsj_anniu_01",
rpType = RedPointType.DynamicActTask,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct
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},
[3] = { --叱咤风云
default = "c_ccfy_icon2", lock = "c_ccfy_icon2", select = "c_ccfy_icon1",
rpType = RedPointType.DynamicActTask,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct
},
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[4] = { --丹心碧血
default = "d_danxinbixue_icon2", lock = "d_danxinbixue_icon2", select = "d_danxinbixue_bicon1",
rpType = RedPointType.DynamicActTask,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct
},
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[5] = { --势不可挡
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default = "s_shibukedang_bicon1", lock = "s_shibukedang_bicon1", select = "s_shibukedang_bicon2",
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rpType = RedPointType.DynamicActTask,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct
},
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[6] = { --限时召唤
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default = "x_xianshizaohuan_02", lock = "x_xianshizaohuan_02", select = "x_xianshizaohuan_01",
rpType = RedPointType.TimeLimited,panelType = PanelType.TimelimitCall,ActType = ActivityTypeDef.FindFairy
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},
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[7] = { --乾坤宝盒
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default = "q_qiankun_baoheanniu_02", lock = "q_qiankun_baoheanniu_02", select = "q_qiankun_baoheanniu_01",
rpType = RedPointType.QianKunBox,panelType = PanelType.QianKunBox,ActType = ActivityTypeDef.QianKunBox
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},
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[8] = { --珍奇礼包
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default = "z_zhenqibaoge_anniu_02", lock = "z_zhenqibaoge_anniu_02", select = "z_zhenqibaoge_anniu_01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct_Treasure
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},
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[9] = { --累计充值
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default = "r_huodong_leijichengzhianniu_01", lock = "r_huodong_leijichengzhianniu_01", select = "r_huodong_leijichengzhianniu",
rpType = RedPointType.DynamicActRecharge,panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct_recharge
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},
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[10] = { --限时商市
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default = "x_xianshishangshi_anniu_02", lock = "x_xianshishangshi_anniu_02", select = "x_xianshishangshi_anniu_01",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.DynamicAct_TimeLimitShop
},
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[11] = { --限时兑换
default = "r_xianshiduihuan_anniu_01", lock = "r_xianshiduihuan_anniu_01", select = "r_xianshiduihuan_anniu",
rpType = "",panelType = PanelType.Main,ActType = ActivityTypeDef.LimitExchange
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},
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}
local _PageInfo = {--后期可以做成tableInserticon名字都去读表
[1] = 1,
[2] = 1,
[3] = 1,
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[4] = 1,
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[5] = 1,
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[6] = 2,
[7] = 3,
[8] = 4,
[9] = 5,
[10] = 6,
[11] = 7,
}
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local TimeLimitedCall = require("Modules/DynamicActivity/TimeLimitedCall")
local QianKunBox = require("Modules/DynamicActivity/QianKunBox")
local DynamicActPage=require("Modules/DynamicActivity/DynamicTaskPage")
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local ZhenQiYiBaoPage=require("Modules/DynamicActivity/ZhenQiYiBaoPage")
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local LeiJiChongZhiPage=require("Modules/DynamicActivity/LeiJiChongZhiPage")
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local XianShiShangShi=require("Modules/DynamicActivity/XianShiShangShi")
local XianShiDuiHuan=require("Modules/Expert/DynamicActivityExChange")
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--初始化组件(用于子类重写)
function DynamicActivityPanel:InitComponent()
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orginLayer = 0
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this.tabbox = Util.GetGameObject(self.gameObject, "bg/tabbox")
this.btnBack = Util.GetGameObject(self.gameObject, "bg/btnBack")
this.content = Util.GetGameObject(self.gameObject, "bg/pageContent")
this.PageList = {
[1] = DynamicActPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_3")),
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[2] = TimeLimitedCall.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_1")),
[3] = QianKunBox.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_2")),
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[4] = ZhenQiYiBaoPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_4")),
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[5] = LeiJiChongZhiPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_5")),
[6] = XianShiShangShi.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_6")),
[7] = XianShiDuiHuan.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_7")),
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}
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
end
--绑定事件(用于子类重写)
function DynamicActivityPanel:BindEvent()
-- 初始化Tab管理器
this.PageTabCtrl = TabBox.New()
this.PageTabCtrl:SetTabAdapter(this.PageTabAdapter)
this.PageTabCtrl:SetTabIsLockCheck(this.PageTabIsLockCheck)
this.PageTabCtrl:SetChangeTabCallBack(this.OnPageTabChange)
-- 关闭界面打开主城
Util.AddClick(this.btnBack, function()
this:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function DynamicActivityPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, this.RefreshActivityBtn)
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:AddListener()
end
end
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end
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--移除事件监听(用于子类重写)
function DynamicActivityPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, this.RefreshActivityBtn)
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:RemoveListener()
end
end
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end
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this.RefreshActivityBtn = function()
if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct) then
this:ClosePanel()
end
end
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--界面打开时调用(用于子类重写)
function DynamicActivityPanel:OnOpen(chooseIndex)
-- 初始化tab数据
_CurPageIndex = chooseIndex or 1
this.PageTabCtrl:Init(this.tabbox, tabs,_CurPageIndex)
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end
-- 打开,重新打开时回调
function DynamicActivityPanel:OnShow()
if _CurPageIndex then
this.PageTabCtrl:ChangeTab(_CurPageIndex)
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end
end
----==========================一级页签相关===========================================
-- tab按钮自定义显示设置
function this.PageTabAdapter(tab, index, status)
local img = Util.GetGameObject(tab, "img"):GetComponent("Image")
local lock = Util.GetGameObject(tab, "lock")
local redpot = Util.GetGameObject(tab, "redpot")
img.sprite = Util.LoadSprite(tabs[index][status])
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img:SetNativeSize()
local islock = status == "lock"
Util.SetGray(img.gameObject, islock)
lock:SetActive(islock)
-- 判断是否需要检测红点
redpot:SetActive(false)
if not islock then
this.ClearPageRedpot(index)
this.BindPageRedpot(index, redpot)
end
local id = ActivityGiftManager.IsActivityTypeOpen(tabs[index].ActType)
if id and id > 0 then
if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
tab:SetActive(GlobalActConfig[id].ShowArt == index)
else
tab.gameObject:SetActive(true)
end
--限时兑换特殊处理
if GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
tab.gameObject:SetActive(GlobalActConfig[id].ShowArt ~= 1)
end
else
tab.gameObject:SetActive(false)
end
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end
-- tab可用性检测
function this.PageTabIsLockCheck(index)
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return false
end
-- tab改变事件
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function this.OnPageTabChange(index)
_CurPageIndex = index
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for i = 1, #this.PageList do
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if this.PageList[i] then
this.PageList[i]:OnHide()
this.PageList[i].gameObject:SetActive(false)
end
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end
this.PageList[_PageInfo[index]]:OnShow(this.sortingOrder,this)
this.PageList[_PageInfo[index]].gameObject:SetActive(true)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = tabs[index].panelType })
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end
-- 绑定数据
local _PageBindData = {}
local _TabBindData = {}
function this.BindPageRedpot(page, redpot)
local rpType = tabs[page].rpType
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if not rpType then return end
BindRedPointObject(rpType, redpot)
_PageBindData[rpType] = redpot
end
function this.ClearPageRedpot(page)
-- 清除红点绑定
if page then -- 清除某个
local rpType = tabs[page].rpType
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if not rpType then return end
ClearRedPointObject(rpType, _PageBindData[rpType])
_PageBindData[rpType] = nil
else -- 全部清除
for rpt, redpot in pairs(_PageBindData) do
ClearRedPointObject(rpt, redpot)
end
_PageBindData = {}
end
end
--界面关闭时调用(用于子类重写)
function DynamicActivityPanel:OnClose()
if _CurPageIndex then
this.PageList[_PageInfo[_CurPageIndex]]:OnHide()
this.PageList[_PageInfo[_CurPageIndex]].gameObject:SetActive(false)
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end
end
--界面销毁时调用(用于子类重写)
function DynamicActivityPanel:OnDestroy()
SubUIManager.Close(this.UpView)
-- 清除红点
this.ClearPageRedpot()
-- 这里管理全部子界面的销毁,保证子界面生命周期完整
for _, page in pairs(this.PageList) do
if page.OnDestroy then
page:OnDestroy()
end
end
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end
return this