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@ -0,0 +1,395 @@
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local LuckyTurnTablePanel = {}
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local rechargeNum = 0
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---转盘旋转类型
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local TableTurnType={
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Normal=1,--默认旋转
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Expedite=2,--加快旋转
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}
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local curTurnPos=1 --当前位置
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local sortingOrder = 0
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function LuckyTurnTablePanel:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = LuckyTurnTablePanel })
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return b
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end
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---初始化组件(用于子类重写)
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function LuckyTurnTablePanel:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.luckyTurnPanel = Util.GetGameObject(self.gameObject,"Panel")
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self.upView = SubUIManager.Open(SubUIConfig.UpView, self.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft })
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self.mask = Util.GetGameObject(self.luckyTurnPanel,"Mask")
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self.title = Util.GetGameObject(self.luckyTurnPanel,"BG/title"):GetComponent("Image")
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---跑马灯位置(物品位置)
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self.itemList = {}
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self.itemViewList = {}
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for i = 1,2 do
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if not self.itemList[i] then
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self.itemList[i] = {}
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end
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self.itemList[i].go = Util.GetGameObject(self.luckyTurnPanel, "TurnTable/ItemList"..i)
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self.itemList[i].pre = Util.GetGameObject(self.luckyTurnPanel, "TurnTable/pre"..i)
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for j = 1,self.itemList[i].go.transform.childCount do
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if not self.itemList[i][j] then
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self.itemList[i][j] = {}
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end
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self.itemList[i][j].pos = Util.GetGameObject(self.itemList[i].go, "item"..j)
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self.itemList[i][j].item = newObjToParent(self.itemList[i].pre,self.itemList[i][j].pos)
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self.itemList[i][j].mask = Util.GetGameObject(self.itemList[i][j].item, "bg/mask")
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self.itemList[i][j].itemPos = Util.GetGameObject(self.itemList[i][j].item, "itemPos")
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self.itemList[i][j].get = Util.GetGameObject(self.itemList[i][j].item, "get")
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self.itemList[i][j].selectKuang = Util.GetGameObject(self.itemList[i][j].item, "selectKuang")
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self.itemList[i][j].itemView = SubUIManager.Open(SubUIConfig.ItemView, self.itemList[i][j].itemPos)
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self.itemList[i][j].itemView.gameObject:SetActive(false)
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end
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end
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--拥有道具数量
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self.propBtn = Util.GetGameObject(self.luckyTurnPanel,"button/Prop")
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self.propImage = Util.GetGameObject(self.luckyTurnPanel, "button/Prop/PropImage"):GetComponent("Image")--道具
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self.propText =Util.GetGameObject(self.luckyTurnPanel, "button/Prop/PropText"):GetComponent("Text")
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-- 奖励预览
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self.btnPreview = Util.GetGameObject(self.gameObject, "button/previewBtn")
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self.helpBtn = Util.GetGameObject(self.luckyTurnPanel,"button/helpBtn")
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self.helpPosition = Util.GetGameObject(self.luckyTurnPanel,"BG/helpPos"):GetComponent("RectTransform").localPosition
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self.slider = Util.GetGameObject(self.luckyTurnPanel,"Slider")
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self.luckyValueNum = Util.GetGameObject(self.slider, "LuckyValue/LuckyValueNum"):GetComponent("Text")--幸运值
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self.luckySlider = Util.GetGameObject(self.slider, "LuckySlider"):GetComponent("Slider")
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self.rewardBoxList={}--奖励盒
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self.rewardBox=Util.GetGameObject(self.slider,"RewardBox")
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for i=1,5 do
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self.rewardBoxList[i]=Util.GetGameObject(self.rewardBox,"Item"..i)
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end
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self.itemRewardList = {}
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end
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---绑定事件(用于子类重写)
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function LuckyTurnTablePanel:BindEvent()
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--帮助按钮
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Util.AddClick(self.helpBtn,function()
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--Log("==YSP==点击帮助按钮")
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.btnPreview, function()
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UIManager.OpenPanel(UIName.RewardPreviewPopup)
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end)
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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 LuckyTurnTablePanel: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 LuckyTurnTablePanel:RemoveListener()
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end
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--界面打开时调用(用于子类重写)
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function LuckyTurnTablePanel:OnOpen(_activityConfig,_index,parent)
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self.actConfig = _activityConfig
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self.pageIndex = _index
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self.parent = parent
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end
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function LuckyTurnTablePanel:OnSortingOrderChange(_sortingOrder)
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self.sortingOrder = _sortingOrder
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end
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-- 打开,重新打开时回调
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function LuckyTurnTablePanel:OnShow()
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self.gameObject:SetActive(true)
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Util.SetParticleSortLayer(self.UI_Effect_jinkuang_Yuan, self.sortingOrder+1)
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self.extra:SetActive(true)
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self.actId = self.actConfig.ActId
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self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
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if self.actConfig.IfBack == 1 then
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if self.actConfig.ActiveType > 0 then
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local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
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if id and id > 0 then
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self.actId = id
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local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
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if config then
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self.actConfig = config
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end
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end
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end
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end
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if self.actConfig.Icon[3] and self.actConfig.Icon[3] ~= "" and self.actConfig.Icon[3] ~= "0" then
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self.titleBgIma.enabled = true
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self.titleBgIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[3])
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else
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self.titleBgIma.enabled = false
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end
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if self.actConfig.Icon[4] and self.actConfig.Icon[4] ~= "" then
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self.titleIma.gameObject:SetActive(true)
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self.titleIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[4])
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self.titleIma:SetNativeSize()
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self.titleIma.transform.localPosition = Vector3.New(self.actConfig.TitleImapos[1],self.actConfig.TitleImapos[2],self.actConfig.TitleImapos[3])
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else
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self.titleIma.gameObject:SetActive(false)
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end
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if self.actConfig.TitleText and self.actConfig.TitleText ~= "" then
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local str = string.split(GetLanguageStrById(self.actConfig.TitleText),"|")
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self.titleTip.text = str[1]
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self.titleTip.transform.localPosition = Vector3.New((str[2] or 0),(str[3] or 0),(str[4] or 0))
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self.titleTip.gameObject:SetActive(true)
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else
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self.titleTip.gameObject:SetActive(false)
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end
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if self.actConfig.Id == 63 then
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VipManager.SetGrowthPackagePointStatus()
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CheckRedPointStatus(RedPointType.GrowthPackage)
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end
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self:RefreshBanner()
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self:RefreshData(true,true,true)
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end
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---界面关闭时调用(用于子类重写)
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function LuckyTurnTablePanel:OnClose()
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if self.thread then
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coroutine.stop(self.thread)
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self.thread=nil
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end
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if self.turnEffect then
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self.turnEffect:Stop()
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self.turnEffect=nil
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end
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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 LuckyTurnTablePanel:OnDestroy()
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self.spLoader:Destroy()
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SubUIManager.Close(self.upView)
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end
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---打开面板
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function self.LuckyTurnOnShow(treasureType)
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if not self.turnEffect then
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self.turnEffect=Timer.New(nil,1,-1,true)
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end
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end
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---切换探宝类型
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function self.SwitchTreasureType(treasureType)
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--请求跑马灯物品数据
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LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
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self.SetItemViewShow(msg.posInfos,function()
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self.SetItemViewGray(LuckyTurnTableManager.luckyData)
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end)
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end)
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--探宝10次按钮
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Util.AddOnceClick(self.treasureMultipleBtn, function()
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if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
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and LuckyTurnTableManager.advanceTimes + 10 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
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LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 10)
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self.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
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self.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
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self.SetPropShow(61,TreasureType.Advanced)
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self.RrFreshInfo()
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end)
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else
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if not RECHARGEABLE then--(是否开启充值)
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PopupTipPanel.ShowTip(Language[11160])
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else
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if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
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PopupTipPanel.ShowTip(Language[11158])
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return
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else
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
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end
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end
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end
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end)
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self.RrFreshInfo()
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self.mask.transform:SetAsLastSibling();
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end
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---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
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function self.SetTableTurnEffect(turnType,treasureType,pos)
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if turnType==TableTurnType.Normal then --默认旋转
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self.TurnEffectReset(0.5)
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self.turnEffect:Start()
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elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
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self.DelayMaskWithBool(true)
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LuckyTurnTableManager.isCanGetWorldMessage=false
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self.TurnEffectReset(0.05)
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self.turnEffect:Start()
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self.thread=coroutine.start(function()
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coroutine.wait(1)--2
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self.TurnEffectReset(0.2)
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coroutine.wait(0.4)--0.8
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self.TurnEffectReset(0.4,true,pos,function()--当效果播放完毕后 从管理器取得数据
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local timer=Timer.New(function()
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self.DelayMaskWithBool(false)
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if treasureType==TreasureType.Lucky then
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UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
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self.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
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LuckyTurnTableManager.isCanGetWorldMessage=true
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end)--打开奖励弹窗
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self.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
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elseif treasureType==TreasureType.Advanced then
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UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.advancedTempData.drop,1,function()
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self.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
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LuckyTurnTableManager.isCanGetWorldMessage=true
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end)
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self.SetItemViewGray(LuckyTurnTableManager.advancedData)
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end
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end,0.5,1,true)
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timer:Start()
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end)
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end)
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end
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end
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---转盘滚动特效重设 1移动速度,值越小越快 2是否停止 3停止位置
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function self.TurnEffectReset(turnSpeed,isStop,pos,func)
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self.turnEffect:Reset(function()
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if curTurnPos==1 then
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self.itemEffectIcon[8]:SetActive(false)
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else
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self.itemEffectIcon[curTurnPos-1]:SetActive(false)
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end
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if curTurnPos>=9 then
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curTurnPos=1
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end
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if isStop then
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if pos==curTurnPos then--如果停到对应位置
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self.turnEffect:Stop()--暂停跑马灯
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if func then--回调
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func()
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end
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end
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end
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self.itemEffectIcon[curTurnPos]:SetActive(true)
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curTurnPos=curTurnPos+1
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end,turnSpeed,-1,true)
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end
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---设置跑马灯物品显示 func确保先生成itemview 再置灰
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function self.SetItemViewShow(data,func)
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for i = 1, #self.itemViewList do
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local tab={LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]}
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self.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
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local qua= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Rare
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self.itemQuality[i].sprite = self.spLoader:LoadSprite(quaImage[qua])
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self.itemQuality[i]:SetNativeSize()
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if qua > 0 then
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self.itemQuality[i].gameObject:SetActive(true)
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self.itemQuality[i].transform:SetAsLastSibling()
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else
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self.itemQuality[i].gameObject:SetActive(false)
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end
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end
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if func then
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func()
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end
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end
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---设置跑马灯物品置灰
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function self.SetItemViewGray(data)
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for i = 1, #data do
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if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum~=0 then
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local isGray = data[i].luckTimes >= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum
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Util.SetGray(self.itemViewList[i].gameObject, isGray)
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self.itemViewList[i]:SetEffectShow(not isGray)
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end
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if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum==0 then
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Util.SetGray(self.itemViewList[i].gameObject,false)
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self.itemViewList[i]:SetEffectShow(true)
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end
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end
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end
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---设置道具拥有显示 1道具id 2探宝类型
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function self.SetPropShow(itemId,treasureType)
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end
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---播放刷新动画
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function self.PlayItemListAnim()
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self.DelayMaskWithTime(1.5)
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for i = 1, 8 do
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self.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true)
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end
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end
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---刷新幸运值
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function self.RefreshLuckyValue()
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if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
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LuckyTurnTableManager.SetLuckyValue()
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local data=LuckyTurnTableManager.GetLuckyValue()
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self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_One[5].Values[1][1]
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self.luckySlider.minValue=0
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self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_One[5].Values[1][1]
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self.luckySlider.value=data
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self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)--有时间再优化成动态计算
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self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
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self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
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self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
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self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
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elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
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LuckyTurnTableManager.SetLuckyValue()
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local data=LuckyTurnTableManager.GetLuckyValue()
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self.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
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self.luckySlider.minValue=0
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self.luckySlider.maxValue=LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
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self.luckySlider.value=data
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self.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)
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self.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
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self.rewardBoxList[3].transform:DOAnchorPosX(262,0)
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self.rewardBoxList[4].transform:DOAnchorPosX(400,0)
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self.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
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end
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end
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---刷新信息
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function self.RrFreshInfo()
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self.RefreshLuckyValue()
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self.CheckRedPoint()
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self.SetRewardBox()
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-- self.RewardBgProgress()
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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end
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---延时遮罩 1按时间
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function self.DelayMaskWithTime(delayTime)
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self.mask.gameObject:SetActive(true)
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local closeMask=Timer.New(function()
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self.mask.gameObject:SetActive(false)
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end,delayTime,1,true)
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closeMask:Start()
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end
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---延时遮罩 1按bool
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function self.DelayMaskWithBool(b)
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if b then
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self.mask.gameObject:SetActive(true)
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else
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self.mask.gameObject:SetActive(false)
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end
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end
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return LuckyTurnTablePanel
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