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UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player,_fightLevelData) + UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player,_fightLevelData,callBack) else PopupTipPanel.ShowTip("尚无符合条件的回放!") end diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua index dacdc4215d..f81bf9c268 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua @@ -11,8 +11,8 @@ local mainLevleBg = {[1] = "s_shanhe_xiaoditu_dabiao",[2] = "s_shanhe_xiaoditu_d local LevleTitleBg = {[1] = "s_shanhe_xiaoditu_biaoxiamingzidi",[2] = "s_shanhe_xiaoditu_biaoxiamingzidi_01"} local point = {[1] = "s_shanhe_xiaoditu_xiabao",[2] = "s_shanhe_xiaoditu_xiabao_01"} local assistantLevleDiBg = {[1] = "s_shanhe_xiaoditu_zhongbiao",[2] = "s_shanhe_xiaoditu_zhongbiao_01"} -local assistantLevleBattle = {[1] = "s_shanhe_xiaoditu_jian",[2] = "s_shanhe_xiaoditu_jian_01"} -local assistantLevleReward = {[1] = "baoxiang-01-1",[2] = "s_shanhe_xiaoditu_baoxiang_01"} +local assistantLevleBattle = {[1] = "s_shanhe_xiaoditu_jian",[2] = "s_shanhe_xiaoditu_jian_01",[3] = "r_jyxz_qizhi_gou"} +local assistantLevleReward = {[1] = "baoxiang-01-1",[2] = "s_shanhe_xiaoditu_baoxiang_01",[3] = "baoxiang-01-2"} local allSmallPoint = {} --初始化组件(用于子类重写) function FightLevelSingleChapterPanel:InitComponent() @@ -45,6 +45,7 @@ function FightLevelSingleChapterPanel:InitComponent() allSmallPoint = {} this.pointPre = Util.GetGameObject(self.gameObject, "middle/pointPre") this.pointParent = Util.GetGameObject(self.gameObject, "middle/pointParent") + this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft }) end --绑定事件(用于子类重写) @@ -74,6 +75,7 @@ end function FightLevelSingleChapterPanel:OnOpen(_chapterId) chapterId = _chapterId -- SoundManager.PlaySound(SoundConfig.Sound_WorldMap) + this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) 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) @@ -102,10 +104,15 @@ function this.OnShowPanel() end function this.ShowChapterPoint() + local allNodeDatas = {} + for key, value in pairs(chapterData.node) do + table.insert(allNodeDatas,value) + end + table.sort(allNodeDatas, function(a,b) return a.nodeId < b.nodeId end) local num = 0 - for i = 1, #chapterData.node do - if chapterData.node[i].config.UselessPoint then - for j = 1, #chapterData.node[i].config.UselessPoint do + for i = 1, #allNodeDatas do + if allNodeDatas[i].config.UselessPoint then + for j = 1, #allNodeDatas[i].config.UselessPoint do num = num + 1 end end @@ -123,13 +130,13 @@ function this.ShowChapterPoint() go.gameObject:SetActive(false) end local index = 0 - for i = 1, #chapterData.node do - local isOpen = this.GetCurLevelIsOpen(chapterData.node[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足 - if chapterData.node[i].config.UselessPoint then - for j = 1, #chapterData.node[i].config.UselessPoint do + for i = 1, #allNodeDatas do + local isOpen = this.GetCurLevelIsOpen(allNodeDatas[i])-- -1 未开启 0 开启 1 需解锁上一关 2 等级不足 + if allNodeDatas[i].config.UselessPoint then + for j = 1, #allNodeDatas[i].config.UselessPoint do index = index + 1 allSmallPoint[index].gameObject:SetActive(true) - allSmallPoint[index].transform.localPosition = Vector3.New(chapterData.node[i].config.UselessPoint[j][1],chapterData.node[i].config.UselessPoint[j][2],0) + allSmallPoint[index].transform.localPosition = Vector3.New(allNodeDatas[i].config.UselessPoint[j][1],allNodeDatas[i].config.UselessPoint[j][2],0) local image = allSmallPoint[index]:GetComponent("Image") image.sprite = this.spLoader:LoadSprite(isOpen == 0 and point[1] or point[2]) end @@ -194,7 +201,11 @@ function this.SetSingleLevel(levelDatas) elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励 prb2:SetActive(true) prb2:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2]) - Util.GetGameObject(prb2, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2]) + local icon = isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2] + if levelData.state == 1 then + icon = assistantLevleReward[3] + end + Util.GetGameObject(prb2, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(icon) Util.AddOnceClick(levelList[i], function() if isOpen == 0 then if levelData.state == 0 then @@ -216,7 +227,11 @@ function this.SetSingleLevel(levelDatas) elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗 prb3:SetActive(true) prb3:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or assistantLevleDiBg[2]) - Util.GetGameObject(prb3, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleBattle[1] or assistantLevleBattle[2]) + local icon = isOpen == 0 and assistantLevleBattle[1] or assistantLevleBattle[2] + if levelData.state == 1 then + icon = assistantLevleBattle[3] + end + Util.GetGameObject(prb3, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(icon) Util.AddOnceClick(levelList[i], function() if isOpen == 0 then UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,levelData) @@ -385,7 +400,7 @@ end function FightLevelSingleChapterPanel:OnDestroy() allMissionDailyBoxItemPres = {} this.spLoader:Destroy() - + SubUIManager.Close(this.UpView) end return FightLevelSingleChapterPanel \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua index 8a71fd9e22..1ec17caef1 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua @@ -44,7 +44,7 @@ function this:BindEvent() end) Util.AddClick(this.BackBattleBtn, function() FightLevelManager.HardStageReportRequset(fightLevelData, function() - -- UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData) + UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData) end) end) Util.AddClick(this.rewardBtn, function() diff --git a/Assets/ManagedResources/~Lua/Modules/FuXingGaoZhao/FuXingGaoZhaoPanel.lua b/Assets/ManagedResources/~Lua/Modules/FuXingGaoZhao/FuXingGaoZhaoPanel.lua index 9eb8b813b3..ac947b0d6f 100644 --- a/Assets/ManagedResources/~Lua/Modules/FuXingGaoZhao/FuXingGaoZhaoPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FuXingGaoZhao/FuXingGaoZhaoPanel.lua @@ -1,39 +1,46 @@ -require("Base/BasePanel") -local FuXingGaoZhao = Inherit(BasePanel) -local this = FuXingGaoZhao +local FuXingGaoZhaoPanel = {} local sortingOrder = 0 -local rewardList = {} -local itemPreList={} --item预设容器 -local data -local func +function FuXingGaoZhaoPanel:New(gameObject) + local b = {} + b.gameObject = gameObject + b.transform = gameObject.transform + setmetatable(b, { __index = FuXingGaoZhaoPanel }) + return b +end local timeData = string.split(ConfigManager.GetConfigDataByKey(ConfigName.SpecialConfig,"Id",109).Value,"#") + --初始化组件(用于子类重写) -function FuXingGaoZhao:InitComponent() - this.spLoader = SpriteLoader.New() +function FuXingGaoZhaoPanel:InitComponent() + self.rewardList = {} + self.itemPreList={} --item预设容器 + self.data = {} + self.func = {} + self.spLoader = SpriteLoader.New() self.backBtn = Util.GetGameObject(self.gameObject,"Content/btnBack") self.effect = Util.GetGameObject(self.gameObject,"Content/UI_effect_LuckyCatPanel_normal") self.time = Util.GetGameObject(self.gameObject,"Content/Time"):GetComponent("Text") self.price = Util.GetGameObject(self.gameObject,"Content/bg/zi/price"):GetComponent("Image") - self.price.sprite = this.spLoader:LoadSprite(ConfigManager.GetConfigData(ConfigName.SpecialConfig,114).Key) + self.price.sprite = self.spLoader:LoadSprite(ConfigManager.GetConfigData(ConfigName.SpecialConfig,114).Key) self.getBtn = Util.GetGameObject(self.gameObject,"Content/getBtn") - FuXingGaoZhaoManager.InitRewardData() self.mid = Util.GetGameObject(self.gameObject,"Content/mid") - if #rewardList == 0 then + if #self.rewardList == 0 then for i = 1, self.mid.transform.childCount do - table.insert(rewardList,self.mid.transform:GetChild(i-1)) + table.insert(self.rewardList,self.mid.transform:GetChild(i-1)) end end + self.text = Util.GetGameObject(self.getBtn,"Text"):GetComponent("Text") + self.redPoint = Util.GetGameObject(self.getBtn,"redPoint") end --绑定事件(用于子类重写) -function FuXingGaoZhao:BindEvent() +function FuXingGaoZhaoPanel:BindEvent() Util.AddClick(self.backBtn,function () - CheckRedPointStatus(RedPointType.FuXingGaoZhao) + CheckRedPointStatus(RedPointType.FuXingGaoZhaoPanel) self:ClosePanel() end) Util.AddClick(self.getBtn,function () - if data.ActState == 0 then + if self.data.ActState == 0 then local configData = ConfigManager.GetConfigDataByKey(ConfigName.SpecialConfig,"Id",110).Value local strings = string.split(configData,"#") local costId, costNum = tonumber(strings[1]),tonumber(strings[2]) @@ -42,16 +49,16 @@ function FuXingGaoZhao:BindEvent() else local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,costId).Name MsgPanel.ShowTwo(string.format(Language[12243],costNum,GetLanguageStrById(itemName)), nil, function() - NetManager.FuXingStoreBuyRequest(data.activityId,function () + NetManager.FuXingStoreBuyRequest(self.data.activityId,function () PopupTipPanel.ShowTip(Language[12244]) - FuXingGaoZhao:Refresh() + self:Refresh() end) end) end - elseif data.ActState == 1 then - NetManager.GetActivityRewardRequest(-1,data.activityId,function (drop) + elseif self.data.ActState == 1 then + NetManager.GetActivityRewardRequest(-1,self.data.activityId,function (drop) UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function() - FuXingGaoZhao:Refresh() + self:Refresh() end) end) end @@ -59,65 +66,85 @@ function FuXingGaoZhao:BindEvent() end --添加事件监听(用于子类重写) -function FuXingGaoZhao:AddListener() +function FuXingGaoZhaoPanel:AddListener() end --移除事件监听(用于子类重写) -function FuXingGaoZhao:RemoveListener() +function FuXingGaoZhaoPanel:RemoveListener() end -function FuXingGaoZhao:OnSortingOrderChange() +function FuXingGaoZhaoPanel:OnSortingOrderChange() Util.AddParticleSortLayer(self.effect, self.sortingOrder - sortingOrder) sortingOrder = self.sortingOrder end --界面打开时调用(用于子类重写) -function FuXingGaoZhao:OnOpen(_func) - func = _func +function EveryDayGift:OnOpen(_activityConfig,_index,parent) + self.actConfig = _activityConfig + self.pageIndex = _index + self.parent = parent end -- 打开,重新打开时回调 -function FuXingGaoZhao:OnShow() - FuXingGaoZhao:Refresh() +function FuXingGaoZhaoPanel:OnShow() + self.gameObject:SetActive(true) + Util.AddParticleSortLayer(self.effect, self.sortingOrder - sortingOrder) + sortingOrder = self.sortingOrder + self.actId = self.actConfig.ActId + self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType + if self.actConfig.IfBack == 1 then + if self.actConfig.ActiveType > 0 then + local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType) + if id and id > 0 then + self.actId = id + local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id) + if config then + self.actConfig = config + end + end + end + end + + FuXingGaoZhaoManager.InitRewardData() + self:Refresh() end -function FuXingGaoZhao:Refresh() - data = FuXingGaoZhaoManager.GetData() - FuXingGaoZhao:SetBtn() - if data.ActState == 0 then - FuXingGaoZhao:SetTime() +function FuXingGaoZhaoPanel:Refresh() + self.data = FuXingGaoZhaoManager.GetData() + self:SetBtn() + if self.data.ActState == 0 then + self:SetTime() self.time.gameObject:SetActive(true) else self.time.gameObject:SetActive(false) end - for i = 1, #rewardList do - FuXingGaoZhao:SetSingleReward(rewardList[i],data.rewards[i],i) + for i = 1, #self.rewardList do + self:SetSingleReward(self.rewardList[i],self.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 - text.text = Language[12245] +function FuXingGaoZhaoPanel:SetBtn() + + if self.data.ActState == 0 then + self.text.text = Language[12245] self.getBtn:SetActive(true) - redPoint:SetActive(false) - elseif data.ActState == 1 then - text.text = Language[11948] + self.redPoint:SetActive(false) + elseif self.data.ActState == 1 then + self.text.text = Language[11948] local bool = FuXingGaoZhaoManager.CheckRedPoint() self.getBtn:SetActive(bool) - redPoint:SetActive(bool) - elseif data.ActState == 2 then + self.redPoint:SetActive(bool) + elseif self.data.ActState == 2 then self.getBtn:SetActive(false) end end -function FuXingGaoZhao:SetTime() +function FuXingGaoZhaoPanel:SetTime() if self.timer then self.timer:Stop() self.timer = nil end - local time = data.startTime + tonumber(timeData[1])*86400 - GetTimeStamp() + local time = self.data.startTime + tonumber(timeData[1])*86400 - GetTimeStamp() self.time.text = string.format(Language[12246],TimeToFelaxible(time)) self.timer = Timer.New(function() time = time - 1 @@ -131,42 +158,43 @@ function FuXingGaoZhao:SetTime() self.timer:Start() end -function FuXingGaoZhao:SetSingleReward(go,sdata,index) +function FuXingGaoZhaoPanel:SetSingleReward(go,sdata,index) local reward = Util.GetGameObject(go,"GameObject") local mask = Util.GetGameObject(go,"mask") -- LogBlue("index:"..index.." go:"..tostring(go.name).." 天数:"..tostring(NumToSimplenessFont[index])) Util.GetGameObject(go,"Text"):GetComponent("Text").text = string.format(Language[10528],NumToSimplenessFont[index]) - if not itemPreList[index] then - itemPreList[index] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform) + if not self.itemPreList[index] then + self.itemPreList[index] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform) end - itemPreList[index]:OnOpen(false, sdata.Reward, 0.85,false, false, false, sortingOrder) + self.itemPreList[index]:OnOpen(false, sdata.Reward, 0.85,false, false, false, sortingOrder) mask:SetActive(sdata.State == 1) - local effect = Util.GetGameObject(itemPreList[index].gameObject,"effects/UI_Effect_jinkuang_Fang") - itemPreList[index]:SetEffectLayer(self.sortingOrder) - effect:SetActive((data.ActState == 1) and (sdata.State == 0) and (sdata.Progress <= GetTimeStamp())) + local effect = Util.GetGameObject(self.itemPreList[index].gameObject,"effects/UI_Effect_jinkuang_Fang") + self.itemPreList[index]:SetEffectLayer(self.sortingOrder) + effect:SetActive((self.data.ActState == 1) and (sdata.State == 0) and (sdata.Progress <= GetTimeStamp())) end --界面关闭时调用(用于子类重写) -function FuXingGaoZhao:OnClose() +function FuXingGaoZhaoPanel:OnClose() + self.gameObject:SetActive(false) if self.timer then self.timer:Stop() self.timer = nil end - if func then - func() - func = nil + if self.func then + self.func() + self.func = nil end end --界面销毁时调用(用于子类重写) -function FuXingGaoZhao:OnDestroy() - this.spLoader:Destroy() +function FuXingGaoZhaoPanel:OnDestroy() + self.spLoader:Destroy() if self.timer then self.timer:Stop() self.timer = nil end - itemPreList={} - rewardList={} + self.itemPreList={} + self.rewardList={} end -return FuXingGaoZhao \ No newline at end of file +return FuXingGaoZhaoPanel \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua index cb6e216ddf..4f385ba039 100644 --- a/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Main/MainPanel.lua @@ -779,10 +779,10 @@ function this:TabBtnAction(id,actType,data) UIManager.OpenPanel(UIName.SupremeHeroPopup) elseif id == ActivityTypeDef.NiuZhuan then UIManager.OpenPanel(UIName.NiuZhuanQianKunPanel) - elseif id == ActivityTypeDef.NiuQi then - UIManager.OpenPanel(UIName.NiuQiChongTianPanel) - elseif id == ActivityTypeDef.FuXingGaoZhao then - UIManager.OpenPanel(UIName.FuXingGaoZhaoPanel) + -- elseif id == ActivityTypeDef.NiuQi then + -- UIManager.OpenPanel(UIName.NiuQiChongTianPanel) + -- elseif id == ActivityTypeDef.FuXingGaoZhao then + -- UIManager.OpenPanel(UIName.FuXingGaoZhaoPanel) elseif id == ActivityTypeDef.TaSuiLingXiao then UIManager.OpenPanel(UIName.TaSuiLingXiaoPanel) end diff --git a/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua b/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua index de6582351b..7ebaff02f4 100644 --- a/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua @@ -17,7 +17,7 @@ function this.RegisterMessage(network) --监听红点推送 socket:RegistNetMessage(MessageTypeProto_pb.SEND_RED_POINT_INDICATION, this.ReceiveRedPoint) --福利红包推送 - socket:RegistNetMessage(MessageTypeProto_pb.WELFARE_RED_PACKET_INFO, this.WelfareRedPacketPush) + -- socket:RegistNetMessage(MessageTypeProto_pb.WELFARE_RED_PACKET_INFO, this.WelfareRedPacketPush) socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_INDICATION, this.BackUpDataBagItemIdNumber) socket:RegistNetMessage(MessageTypeProto_pb.SEND_CHAT_INFO_INDICATION, this.ReceiveFriendChat) @@ -920,7 +920,8 @@ function this.BackPatFaceData(buffer) msg:ParseFromString(data) PatFaceManager.SetPatFaceDaqta(msg) end ---后端拍脸推送 + +--山河社稷图推送 function this.HardStageResponse(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.HardStageResponse() diff --git a/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua b/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua index 4d61e20063..3bf0657333 100644 --- a/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua @@ -1,24 +1,22 @@ -require("Base/BasePanel") -local NiuQiChongTian = Inherit(BasePanel) +local NiuQiChongTianPanel = {} local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) -local this = NiuQiChongTian local sortingOrder = 0 -local activityId = 0 -local progressData = {} -local rewardData = {} -local curScore = 0 -local itemsGrid = {}--item重复利用 -local curPage = 1 -local redPointList = {} +self.activityId = 0 +function NiuQiChongTianPanel:New(gameObject) + local b = {} + b.gameObject = gameObject + b.transform = gameObject.transform + setmetatable(b, { __index = NiuQiChongTianPanel }) + return b +end local TabBox = require("Modules/Common/TabBox") local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12251] ,rpType = RedPointType.NiuQiChongTian_1}, [2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12252] ,rpType = RedPointType.NiuQiChongTian_2}, [3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12253] ,rpType = RedPointType.NiuQiChongTian_3},} local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1), select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)} -local curIndex = 1 local BtnState ={ [0] = {ImgName = "s_slbz_1anniuhuangse",Text = Language[10556]}, @@ -27,11 +25,17 @@ local BtnState ={ } --初始化组件(用于子类重写) -function NiuQiChongTian:InitComponent() - this.spLoader = SpriteLoader.New() +function NiuQiChongTianPanel:InitComponent() + self.progressData = {} + self.rewardData = {} + self.curScore = 0 + self.itemsGrid = {}--item重复利用 + self.curPage = 1 + self.curIndex = 1 + self.redPointList = {} + self.spLoader = SpriteLoader.New() self.backBtn = Util.GetGameObject(self.gameObject,"backBtn") self.tabBox = Util.GetGameObject(self.gameObject, "TabBox") - self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft}) --进度条 self.progress = Util.GetGameObject(self.gameObject, "mid/progress/value"):GetComponent("Image")--fillAmount @@ -51,90 +55,105 @@ function NiuQiChongTian:InitComponent() sortingOrder = 0 end --绑定事件(用于子类重写) -function NiuQiChongTian:BindEvent() +function NiuQiChongTianPanel:BindEvent() Util.AddClick(self.backBtn,function () self:ClosePanel() end) end --添加事件监听(用于子类重写) -function NiuQiChongTian:AddListener() +function NiuQiChongTianPanel:AddListener() end --移除事件监听(用于子类重写) -function NiuQiChongTian:RemoveListener() +function NiuQiChongTianPanel:RemoveListener() end -function NiuQiChongTian:OnSortingOrderChange() +function NiuQiChongTianPanel:OnSortingOrderChange() Util.AddParticleSortLayer(self.effect5, self.sortingOrder - sortingOrder) sortingOrder = self.sortingOrder end --界面打开时调用(用于子类重写) -function NiuQiChongTian:OnOpen() - self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.NiuQiChongTian }) +function NiuQiChongTianPanel:OnOpen(_activityConfig,_index,parent) + self.actConfig = _activityConfig + self.pageIndex = _index + self.parent = parent end -- 打开,重新打开时回调 -function NiuQiChongTian:OnShow() - - local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.NiuQi) - if not actId or actId <= 0 then return end - self.gameObject:SetActive(true) +function NiuQiChongTianPanel:OnShow() + self.gameObject:SetActive(true) + Util.AddParticleSortLayer(self.effect5, self.sortingOrder - sortingOrder) + sortingOrder = self.sortingOrder + self.activityId = self.actConfig.ActId + self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType + if self.actConfig.IfBack == 1 then + if self.actConfig.ActiveType > 0 then + local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType) + if id and id > 0 then + self.activityId = id + local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id) + if config then + self.actConfig = config + end + end + end + end self.TabCtrl = TabBox.New() - self.TabCtrl:SetTabAdapter(this.TabAdapter) - self.TabCtrl:SetChangeTabCallBack(this.SwitchView) - self.TabCtrl:Init(self.tabBox, _TabData, curIndex) + self.TabCtrl:SetTabAdapter(self.TabAdapter,self) + self.TabCtrl:SetChangeTabCallBack(self.SwitchView,self) + self.TabCtrl:Init(self.tabBox, _TabData, self.curIndex) end -- tab节点显示自定义 -function this.TabAdapter(tab, index, status) +function NiuQiChongTianPanel:TabAdapter(tab, index, status) local tabLab = Util.GetGameObject(tab, "Text") local redPoint = Util.GetGameObject(tab, "Redpot") if _TabData[index].rpType > 0 then - if redPointList[_TabData[index].rpType] then - ClearRedPointObject(_TabData[index].rpType, redPointList[_TabData[index].rpType]) + if self.redPointList[_TabData[index].rpType] then + ClearRedPointObject(_TabData[index].rpType, self.redPointList[_TabData[index].rpType]) end BindRedPointObject(_TabData[index].rpType,redPoint) - redPointList[_TabData[index].rpType] = redPoint + self.redPointList[_TabData[index].rpType] = redPoint end - Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabData[index][status]) + Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(_TabData[index][status]) tabLab:GetComponent("Text").text = _TabData[index].name tabLab:GetComponent("Text").color = _TabFontColor[status] end --切换 -function this.SwitchView(index,bool) - curPage = index - rewardData = NiuQiChongTianManager.GetNeedRewardData(curPage) +function NiuQiChongTianPanel:SwitchView(index,bool) + self.curPage = index + self.rewardData = NiuQiChongTianManager.GetNeedRewardData(self.curPage) - NiuQiChongTian:SetProgress() - NiuQiChongTian:SetReward(bool) + self:SetProgress() + self:SetReward(bool) end -function NiuQiChongTian:SetProgress() - curScore = NiuQiChongTianManager.GetScore() - progressData = NiuQiChongTianManager.configData - self.progress.fillAmount = curScore/progressData[#progressData].value[2][1] +function NiuQiChongTianPanel:SetProgress() + self.curScore = NiuQiChongTianManager.GetScore() + self.progressData = NiuQiChongTianManager.configData + self.progress.fillAmount = self.curScore/self.progressData[#self.progressData].value[2][1] for i = 1, self.reward.transform.childCount do local item = self.reward.transform:GetChild(i-1) - Util.GetGameObject(item, "num/Text"):GetComponent("Text").text = progressData[i].reward[1][2] - Util.GetGameObject(item, "Text"):GetComponent("Text").text = progressData[i].value[2][1] - Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(artConfig[itemConfig[progressData[i].reward[1][1]].ResourceID].Name) - Util.GetGameObject(item, "red"):SetActive(progressData[i].state == 1) + Util.GetGameObject(item, "num/Text"):GetComponent("Text").text = self.progressData[i].reward[1][2] + Util.GetGameObject(item, "Text"):GetComponent("Text").text = self.progressData[i].value[2][1] + Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(artConfig[itemConfig[self.progressData[i].reward[1][1]].ResourceID].Name) + Util.GetGameObject(item, "red"):SetActive(self.progressData[i].state == 1) local btn = Util.GetGameObject(item, "icon") Util.AddOnceClick(btn,function () - if progressData[i].state == 1 then - NetManager.GetActivityRewardRequest(progressData[i].missionId,progressData[i].activityId,function (drop) + if self.progressData[i].state == 1 then + NetManager.GetActivityRewardRequest(self.progressData[i].missionId,self.progressData[i].self.activityId,function (drop) UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function () - progressData[i].state = 2 - NiuQiChongTian:SetProgress() + self.progressData[i].state = 2 + NiuQiChongTianPanel:SetProgress() CheckRedPointStatus(RedPointType.NiuQiChongTian_4) end) end) - elseif progressData[i].state == 0 then - UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,progressData[i].reward[1][1],nil) + elseif self.progressData[i].state == 0 then + UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,self.progressData[i].reward[1][1],nil) else PopupTipPanel.ShowTip(Language[10421]) end @@ -142,15 +161,15 @@ function NiuQiChongTian:SetProgress() end end -function NiuQiChongTian:SetReward(bool) +function NiuQiChongTianPanel:SetReward(bool) local anim = bool or false local data = {} - self.ScrollView:SetData(rewardData, function (index, go) - NiuQiChongTian:SingleDataShow(go,index,rewardData[index]) + self.ScrollView:SetData(self.rewardData, function (index, go) + self:SingleDataShow(go,index,self.rewardData[index]) end,false,anim) end -function NiuQiChongTian:SingleDataShow(go, index,data) +function NiuQiChongTianPanel:SingleDataShow(go, index,data) local title = Util.GetGameObject(go, "title/titleText"):GetComponent("Text") local btn = Util.GetGameObject(go, "btn"):GetComponent("Button") local btnImg = Util.GetGameObject(go, "btn"):GetComponent("Image") @@ -164,25 +183,25 @@ function NiuQiChongTian:SingleDataShow(go, index,data) title.text = GetLanguageStrById(data.Text) redPoint:SetActive(data.state == 1) btn.interactable = data.state ~= 2 - btnImg.sprite = this.spLoader:LoadSprite(BtnState[data.state].ImgName) + btnImg.sprite = self.spLoader:LoadSprite(BtnState[data.state].ImgName) btnText.text = BtnState[data.state].Text --滚动条复用重设itemview - if itemsGrid[go] then + if self.itemsGrid[go] then for i = 1, 4 do - itemsGrid[go][i].gameObject:SetActive(false) + self.itemsGrid[go][i].gameObject:SetActive(false) end for i = 1, #shows do - if itemsGrid[go][i] then - itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder) - itemsGrid[go][i].gameObject:SetActive(true) + if self.itemsGrid[go][i] then + self.itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder) + self.itemsGrid[go][i].gameObject:SetActive(true) end end else - itemsGrid[go]={} + self.itemsGrid[go]={} for i = 1, 4 do - itemsGrid[go][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform) - itemsGrid[go][i].gameObject:SetActive(false) - local obj = newObjToParent(shadow,itemsGrid[go][i].transform) + self.itemsGrid[go][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform) + self.itemsGrid[go][i].gameObject:SetActive(false) + local obj = newObjToParent(shadow,self.itemsGrid[go][i].transform) obj.transform:SetAsFirstSibling() obj.transform:DOAnchorPos(Vector3(0,-3,0),0) obj:GetComponent("RectTransform").transform.localScale = Vector3.one*1.1 @@ -190,8 +209,8 @@ function NiuQiChongTian:SingleDataShow(go, index,data) obj.transform:SetSiblingIndex(0) end for i = 1, #shows do - itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder) - itemsGrid[go][i].gameObject:SetActive(true) + self.itemsGrid[go][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder) + self.itemsGrid[go][i].gameObject:SetActive(true) end end @@ -199,11 +218,11 @@ function NiuQiChongTian:SingleDataShow(go, index,data) if data.state == 0 then UIManager.OpenPanel(UIName.RecruitPanel) elseif data.state == 1 then - NetManager.TakeMissionRewardRequest(TaskTypeDef.NiuQiChongTian,data.id,function (msg) + NetManager.TakeMissionRewardRequest(TaskTypeDef.NiuQiChongTianPanel,data.id,function (msg) UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function () - CheckRedPointStatus(RedPointType.NiuQiChongTian + curPage) + CheckRedPointStatus(RedPointType.NiuQiChongTianPanel + self.curPage) CheckRedPointStatus(RedPointType.NiuQiChongTian_4) - this.SwitchView(curPage,true) + self.SwitchView(self.curPage,true) end) end) end @@ -211,18 +230,18 @@ function NiuQiChongTian:SingleDataShow(go, index,data) end --界面关闭时调用(用于子类重写) -function NiuQiChongTian:OnClose() - for key, value in pairs(redPointList) do +function NiuQiChongTianPanel:OnClose() + self.gameObject:SetActive(false) + for key, value in pairs(self.redPointList) do ClearRedPointObject(key, value) end - redPointList = {} + self.redPointList = {} end --界面销毁时调用(用于子类重写) -function NiuQiChongTian:OnDestroy() - this.spLoader:Destroy() - SubUIManager.Close(self.UpView) +function NiuQiChongTianPanel:OnDestroy() + self.spLoader:Destroy() sortingOrder = 0 end -return NiuQiChongTian \ No newline at end of file +return NiuQiChongTianPanel \ No newline at end of file