local UpStarGift = {} local rechargeNum = 0 local GlobalActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) function UpStarGift:New(gameObject) local b = {} b.gameObject = gameObject b.transform = gameObject.transform setmetatable(b, { __index = UpStarGift }) return b end --添加事件监听(用于子类重写) function UpStarGift:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.EventRefreshData, self) Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnMissionChange, self.EventRefreshData, self) Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityProgressStateChange, self.EventRefreshData, self) end --移除事件监听(用于子类重写) function UpStarGift:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.EventRefreshData, self) Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnMissionChange, self.EventRefreshData,self) Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityProgressStateChange, self.EventRefreshData,self) end function UpStarGift:EventRefreshData() self:RefreshData(true,false,false) end function UpStarGift:InitComponent() self.spLoader = SpriteLoader.New() self.bg = Util.GetGameObject(self.gameObject, "Bg/banner") self.titleBgIma = self.bg:GetComponent("Image") self.titleIma = Util.GetGameObject(self.bg,"titleIma"):GetComponent("Image") self.titleTipBg = Util.GetGameObject(self.bg,"titleTipBg"):GetComponent("Image") self.titleTip = Util.GetGameObject(self.bg,"titleTip"):GetComponent("Text") self.scrollItem = Util.GetGameObject(self.gameObject, "scrollItem") self.scrollItemPos = self.scrollItem.transform.localPosition self.scrollItemRect = self.scrollItem.transform.rect self.btnHelp = Util.GetGameObject(self.gameObject, "btnHelp") self.helpPosition = self.btnHelp:GetComponent("RectTransform").localPosition self.itemPre = Util.GetGameObject(self.gameObject, "ItemPre") self.sortingOrder = 0 self.time = Util.GetGameObject(self.gameObject, "Bg/banner/time") self.timeText = Util.GetGameObject(self.time, "timeText"):GetComponent("Text") self.ItemList = {} self.btnAdd = Util.GetGameObject(self.gameObject, "Bg/banner/btnAdd") self.btnChoose = Util.GetGameObject(self.gameObject, "Bg/banner/btnChoose") self.btnLock = Util.GetGameObject(self.gameObject, "Bg/banner/btnLock") self.liveRoot = Util.GetGameObject(self.gameObject, "Bg/banner/live/liveRoot") end function UpStarGift:BindEvent() Util.AddClick(self.btnHelp,function() UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y) end) Util.AddClick(self.btnAdd,function() local choose, isTemp = self:GetCurChooseHero() if not isTemp then PopupTipPanel.ShowTip("当前已处于锁定状态") return end local heroList = self:GetHeroList() if not heroList or #heroList <= 0 then PopupTipPanel.ShowTip("未找到本期活动的英雄信息") return end -- 打开选择界面 UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ChooseUpHero, heroList, choose, function(chooseId) self.tempChoose = chooseId PlayerPrefs.SetInt(PlayerManager.uid.."_UpStarGift_TempChoose", chooseId) -- 刷新界面限显示 self:RefreshData(true,true,true) end, "选择英雄") end) Util.AddClick(self.btnChoose,function() local choose, isTemp = self:GetCurChooseHero() if not isTemp then PopupTipPanel.ShowTip("当前已处于锁定状态") return end local heroList = self:GetHeroList() if not heroList or #heroList <= 0 then PopupTipPanel.ShowTip("未找到本期活动的英雄信息") return end -- 打开选择界面 UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.ChooseUpHero, heroList, choose, function(chooseId) self.tempChoose = chooseId PlayerPrefs.SetInt(PlayerManager.uid.."_UpStarGift_TempChoose", chooseId) -- 刷新界面限显示 self:RefreshData(true,true,true) end, "选择英雄") end) Util.AddClick(self.btnLock,function() local choose, isTemp = self:GetCurChooseHero() if not choose or choose == 0 then PopupTipPanel.ShowTip("请先选择一个英雄") return end if not isTemp then PopupTipPanel.ShowTip("当前已处于锁定状态") return end local con = ConfigManager.TryGetConfigData(ConfigName.HeroConfig, choose) if not con then LogError("未找到英雄:"..tostring(choose)) return end local msg = string.format("%s将锁定为本次活动的指定英雄,锁定后无法修改。", con.ReadingName) MsgPanel.ShowTwo(msg, nil, function() NetManager.UpStarActivitySelectRequest(self.actId, choose, function() PopupTipPanel.ShowTip("锁定成功") end) end, nil, "锁 定") end) end --界面打开时调用(用于子类重写) function UpStarGift:OnOpen(_activityConfig,_index,parent) self.actConfig = _activityConfig self.pageIndex = _index self.parent = parent self.gameObject.name = "CommonActPage"..self.actConfig.Id self.tempChoose = PlayerPrefs.GetInt(PlayerManager.uid.."_UpStarGift_TempChoose", 0) end function UpStarGift:OnSortingOrderChange() end -- 打开,重新打开时回调 function UpStarGift:OnShow(_sortingOrder) self.gameObject:SetActive(true) self.sortingOrder = _sortingOrder or self.sortingOrder self.actId = self.actConfig.ActId self.actType = self.actConfig.ActiveType if self.actConfig.IfBack == 1 then if self.actType > 0 then local id = ActivityGiftManager.IsActivityTypeOpen(self.actType) if id and id > 0 then self.actId = id local actConfig local actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",GlobalActConfig[id].ShowArt,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType) if not actConfig then actConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"ActId",id,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType) end if actConfig then self.actConfig = actConfig end else LogRed("活动类型:"..tostring(self.actType).."的活动未开启") end end end if self.actConfig.Icon[3] and self.actConfig.Icon[3] ~= "" then self.titleBgIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[3]) self.titleBgIma:SetNativeSize() end if self.actConfig.Icon[4] and self.actConfig.Icon[4] ~= "" then self.titleIma.gameObject:SetActive(true) self.titleIma.sprite = self.spLoader:LoadSprite(self.actConfig.Icon[4]) self.titleIma:SetNativeSize() self.titleIma.transform.localPosition = Vector3.New(self.actConfig.TitleImapos[1],self.actConfig.TitleImapos[2],self.actConfig.TitleImapos[3]) else self.titleIma.gameObject:SetActive(false) end if self.actConfig.Icon[5] and self.actConfig.Icon[5] ~= "" then self.titleTipBg.gameObject:SetActive(true) else self.titleTipBg.gameObject:SetActive(false) end if self.actConfig.TitleText and self.actConfig.TitleText ~= "" then local str = string.split(GetLanguageStrById(self.actConfig.TitleText),"|") self.titleTip.text = str[1] self.titleTip.transform.localPosition = Vector3.New((str[2] or 0),(str[3] or 0),(str[4] or 0)) self.titleTip.gameObject:SetActive(true) else self.titleTip.gameObject:SetActive(false) end self.parent.tabbox.gameObject:SetActive(false) if not self.scrollView then local rootHight = self.scrollItemRect.height local width = self.scrollItemRect.width self.itemPre:GetComponent("RectTransform").sizeDelta = Vector2.New(1080,162) local vec = self.scrollItem.transform.localPosition vec.y = self.scrollItemPos.y - 100 self.scrollItem.transform.localPosition = vec self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollItem.transform, self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 10)) self.scrollView.moveTween.MomentumAmount = 1 self.scrollView.moveTween.Strength = 2 end if self.actConfig.HelpId and self.actConfig.HelpId > 0 then self.btnHelp.gameObject:SetActive(true) else self.btnHelp.gameObject:SetActive(false) end --拿取数据 self:RefreshData(true,true,true) end --刷新数据 function UpStarGift:RefreshData(isUpdata,isTop,isAni) self.ActData = CommonActPageManager.GetData(self.actType) if self.actConfig.RpType > 0 then CheckRedPointStatus(self.actConfig.RpType) end -- 按钮显示 local choose, isTemp = self:GetCurChooseHero() self.btnAdd:SetActive(choose == 0 and isTemp) self.btnChoose:SetActive(isTemp) self.btnLock:SetActive(isTemp) self:RefreshActData(isTop,isAni) self:RefreshTime() self:RefreshLive() end -- 获取本期活动的神将列表 function UpStarGift:GetHeroList() local heroList = {} -- 显示列表 for k, v in ipairs(self.ActData.rewards) do if v.targetId then heroList[v.targetId] = 1 end end local heros = {} for heroId, _ in pairs(heroList) do table.insert(heros, {heroId, heroConfig[heroId].PropertyName}) end return heros end -- 获取当前选择的人(临时/锁定) function UpStarGift:GetCurChooseHero() local choose = 0 local isTemp = true if self.ActData.value and self.ActData.value ~= 0 then choose = self.ActData.value isTemp = false end if choose == 0 and self.tempChoose and self.tempChoose ~= 0 then -- 检测一遍临时选择的正确性,选择的人物保存到本地,这里是为了防止两期活动数据冲突 local heroList = self:GetHeroList() local isHave = false for _, h in ipairs(heroList) do if h[1] == self.tempChoose then isHave = true end end if not isHave then self.tempChoose = 0 end -- choose = self.tempChoose isTemp = true end return choose, isTemp end -- 获取奖励列表 function UpStarGift:GetRewardDataList() local choose = self:GetCurChooseHero() -- 没有的话就选第一个人作为默认显示的奖励 if choose == 0 then choose = self.ActData.rewards[7].targetId end -- 显示列表 local dataList = {} for k, v in ipairs(self.ActData.rewards) do if v.targetId == choose then table.insert(dataList, v) end end table.sort(dataList, function(a, b) return a.missionId < b.missionId end) return dataList end --刷新活动数据 function UpStarGift:RefreshActData(isTop,isAni) self.scrollView:ForeachItemGO(function(index, go) go.gameObject:SetActive(false) end) local dataList = self:GetRewardDataList() self.scrollView:SetData(dataList, function (index, item) self:ShowSingleData(item, dataList[index],index) end,not isTop,not isAni) end function UpStarGift:ShowSingleData(item,sdata,index) if not self.ItemList then self.ItemList = {} end if not self.ItemList[item] then local subConfig = SubUIConfig[self.actConfig.UIName[2]] self.ItemList[item] = SubUIManager.Open(subConfig,item.transform) end if not sdata then item.gameObject:SetActive(false) return end item.gameObject:SetActive(true) self.ItemList[item]:SetData(sdata,self,self.sortingOrder,self.ActData,self.actConfig) end function UpStarGift:RefreshTime() if self.actConfig.ShowTime == 0 then self.time:SetActive(false) return end if self.localTimer then self.localTimer:Stop() self.localTimer = nil end local freshTime = self.ActData.endTime - GetTimeStamp() local update = function() if self.actConfig.ShowTime == 1 then self.timeText.text = Language[10023]..TimeToFelaxible(freshTime) elseif self.actConfig.ShowTime == 2 then self.timeText.text = Language[10023]..TimeToDHMS(freshTime) elseif self.actConfig.ShowTime == 3 then self.timeText.text = Language[10023]..TimeToHMS(freshTime) end end update() self.localTimer = Timer.New(function () freshTime = freshTime - 1 update() if freshTime <= 0 then self.parent:ClosePanel() end end, 1, -1, true) self.localTimer:Start() end function UpStarGift:RefreshLive() ClearChild(self.liveRoot) local choose = self:GetCurChooseHero() if choose and choose ~= 0 then local data= ConfigManager.GetConfigData(ConfigName.HeroConfig, choose) if not data then return end local live = poolManager:LoadLive(GetResourcePath(data.Live), self.liveRoot.transform, Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0)) live:GetComponent("SkeletonGraphic").AnimationState:SetAnimation(0, "idle", true) live.transform.sizeDelta = Vector2.New(10000, 10000) end end function UpStarGift:OnClose() self.parent.tabbox.gameObject:SetActive(true) self.gameObject:SetActive(false) if self.localTimer then self.localTimer:Stop() self.localTimer = nil end end function UpStarGift:OnDestroy() self.spLoader:Destroy() if self.localTimer then self.localTimer:Stop() self.localTimer = nil end for k,v in pairs(self.ItemList) do SubUIManager.Close(v) end self.ItemList = {} if self.scrollView then SubUIManager.Close(self.scrollView) end self.scrollView=nil self.scrollItem.transform.localPosition = self.scrollItemPos end return UpStarGift