require("Base/BasePanel")
FightLevelChapterPanel = Inherit(BasePanel)
local this = FightLevelChapterPanel
local chapterConfig=ConfigManager.GetConfig(ConfigName.HardStageChapter)
local orginLayer
local curChapterId = 0
local npc
--初始化组件(用于子类重写)
function FightLevelChapterPanel:InitComponent()
this.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
-- this.hintTxt = Util.GetGameObject(self.gameObject, "hintTxt"):GetComponent("Text")
-- this.maxTxt = Util.GetGameObject(self.gameObject, "maxTxt2"):GetComponent("Text")
-- this.maxTxt.gameObject:SetActive(true)
self.sortBtn = Util.GetGameObject(self.gameObject, "sortBtn")
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.helpPos = self.helpBtn:GetComponent("RectTransform").localPosition
this.starNumText = Util.GetGameObject(self.gameObject, "rightUp/starNumText"):GetComponent("Text")
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "middle/rect").transform,
this.prb, nil, Vector2.New(1080, 1865.8), 1, 1, Vector2.New(0,0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
-- 奖励按钮
self.rewardBtn = Util.GetGameObject(self.gameObject, "rewardBtn")
self.rewardRedPot = Util.GetGameObject(self.gameObject, "rewardBtn/red")
self.rewardTai = Util.GetGameObject(self.gameObject, "rewardBtn/Tai"):GetComponent("Image")
self.rewardTextBg = Util.GetGameObject(self.gameObject, "rewardBtn/TextBg"):GetComponent("Image")
self.rewardTip = Util.GetGameObject(self.gameObject, "rewardBtn/Text"):GetComponent("Text")
self.rewardKaiQi = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/UI_Effect_BaoXiang_KaiQi")
self.rewardKeKaiQi = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/UI_Effect_BaoXiang_KeKaiQi")
self.rewardOpen = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/open")
end
--绑定事件(用于子类重写)
function FightLevelChapterPanel:BindEvent()
Util.AddClick(self.btnBack, function()
FightLevelManager.curSelect = 0
self:ClosePanel()
end)
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.FightLevel,self.helpPos.x,self.helpPos.y)
end)
Util.AddClick(self.sortBtn, function()
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[15],1)
end)
Util.AddClick(self.rewardBtn, function()
local data = FightLevelManager.GetDailyRewardData()
if not data then
PopupTipPanel.ShowTip("今日已领取,请明日再来!")
return
end
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.BuyShanHeSheJiTuGetRewardTimes,function()
-- 请求领取奖励
self.rewardKeKaiQi:SetActive(false)
self.rewardOpen:SetActive(false)
self.rewardKaiQi:SetActive(false)
self.rewardKaiQi:SetActive(false)
end)
end)
end
--添加事件监听(用于子类重写)
function FightLevelChapterPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
BindRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
end
--移除事件监听(用于子类重写)
function FightLevelChapterPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
ClearRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
end
function FightLevelChapterPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(self.rewardKaiQi, self.sortingOrder + 1)
Util.SetParticleSortLayer(self.rewardKeKaiQi, self.sortingOrder + 1)
orginLayer = self.sortingOrder
end
--界面打开时调用(用于子类重写)
function FightLevelChapterPanel:OnOpen()
-- LogYellow(bit.band(1,3))
-- LogYellow(bit.band(2,3))
-- LogYellow(bit.band(4,3))
-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
PlayerPrefs.SetInt(PlayerManager.uid.."openFightLevelTime",1)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
-- SoundManager.PlayMusic(SoundConfig.BGM_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)
function FightLevelChapterPanel:OnShow()
this.OnShowPanel()
end
function this.OnShowPanel()
local curTime=GetTimeStamp()
local hint
local maxChapterId=4
local day=-1
local allChapterId=0
for _, config in ConfigPairs(chapterConfig) do
if curTime>PlayerManager.GetServerOpenTime()+config.OpenTime*24*60*60 then
hint=config.OpenNumber
--if maxChapterId==0 then
if day~=config.OpenTime-1 then
day=config.OpenTime-1
maxChapterId=config.Id
end
--maxChapterId=config.Id
--end
end
allChapterId=config.Id
end
--this.hintTxt.text=hint
SoundManager.PlayMusic(SoundConfig.BGM_Main)
this.starNumText.text = FightLevelManager.GetAllChapterStars()
curChapterId = FightLevelManager.GetCurChapterId()
LogError("curChapterId========="..curChapterId.." maxChapterId=="..maxChapterId)
-- this.maxTxt.gameObject:SetActive(false)
-- if curChapterId==maxChapterId then
-- LogError("11111111111111111111111111111111111111")
-- this.maxTxt.gameObject:SetActive(true)
-- this.maxTxt.text="今日已达上限,关卡将与次日开启"
-- end
-- if curChapterId==allChapterId then
-- this.maxTxt.gameObject:SetActive(true)
-- this.maxTxt.text="已达最终关卡"
-- end
local allData = FightLevelManager.GetChapterData()
this.ScrollView:SetData(allData, function (index, go)
this.SingleChapterDataShow(go, allData[index],index)
end,true,true)
if FightLevelManager.curSelect > 0 then
this.ScrollView:SetShow(FightLevelManager.curSelect)
else
local curIndex = FightLevelManager.GetCurChapterId()
this.ScrollView:SetShow(curIndex)
end
-- 设置每日奖励显示
this:SetDailyRewardShow()
end
function this.SingleChapterDataShow(go, data,index)
local playerParent = Util.GetGameObject(go, "playerParent")
local cur = Util.GetGameObject(go, "cur")
local open = Util.GetGameObject(go, "open")
local lock = Util.GetGameObject(go, "lock")
local curIndexImageParent = Util.GetGameObject(go, "curIndexImageParent")
local curCurIndexImageList = {}
for i = 1, 3 do
curCurIndexImageList[i] = Util.GetGameObject(curIndexImageParent, "curIndexImage (" .. i .. ")")
curCurIndexImageList[i]:SetActive(false)
end
local curTime=GetTimeStamp()
local isTimeOpen= curTime>=PlayerManager.GetServerOpenTime()+data.config.OpenTime*24*60*60
Util.GetGameObject(go, "redPoint"):SetActive(FightLevelManager.GetSingleChapterRewardBoxRedPoint(data.chapterId))
if curChapterId == data.chapterId then
if npc then
npc:OnClose()
npc = nil
end
local PlayerLiveViewData = {
-- ride = PlayerManager.GetPlayerRide(),
skin = PlayerManager.GetPlayerSkin(),
sex = NameManager.roleSex,
-- designation = PlayerManager.GetPlayerDesignation()
}
npc = PlayerLiveView:New(playerParent.transform,2, PlayerLiveViewData,this.sortingOrder)
-- npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_LEFT)
if data.userMount and data.userMount > 0 and data.userMount ~= PlayerRide.YUJIAN then
npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_LEFT)
else
npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_FRONT)
end
end
if curChapterId == data.chapterId then
playerParent.gameObject:SetActive(false)
else
playerParent.gameObject:SetActive(false)
end
cur:SetActive(false)
open:SetActive(false)
lock:SetActive(false)
curIndexImageParent:SetActive(curChapterId >= data.chapterId)
if curCurIndexImageList[#data.config.BigNumber] then
for i = 1, #data.config.BigNumber do
Util.GetGameObject(curCurIndexImageList[#data.config.BigNumber], "curIndexImage (0" .. i .. ")"):GetComponent("Image").sprite = this.spLoader:LoadSprite(data.config.BigNumber[i])
end
end
Util.GetGameObject(go, "chapterImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(data.config.Map)
Util.GetGameObject(go, "star/starNum"):GetComponent("Text").text = data.stars.."/"..data.curMaxStarNum
Util.GetGameObject(go, "chapterName"):GetComponent("Text").text = data.config.Name
Util.SetGray(go, curChapterId < data.chapterId)
Util.AddOnceClick(go, function()
if data.config.Open == -1 then
PopupTipPanel.ShowTip(Language[11131])
return
end
if PlayerManager.level < data.config.Open then
PopupTipPanel.ShowTip(string.format("到达%s级后解锁!",data.config.Open))
return
end
if not isTimeOpen then
PopupTipPanel.ShowTip(string.format("开服%s天后解锁!",data.config.OpenTime))
return
end
if curChapterId >= data.chapterId then
UIManager.OpenPanel(UIName.FightLevelSingleChapterPanel,data.chapterId)
FightLevelManager.curSelect = index
elseif curChapterId < data.chapterId then
PopupTipPanel.ShowTip("通关上一章后解锁!")
end
end)
end
-- 设置日常奖励显示
function FightLevelChapterPanel:SetDailyRewardShow()
local data = FightLevelManager.GetDailyRewardData()
if data then
self.rewardTip.text = string.format("%s", UIColorStr.GREEN, "可领取")
self.rewardKaiQi:SetActive(false)
self.rewardKeKaiQi:SetActive(false)
self.rewardOpen:SetActive(false)
self.rewardTai.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_zhongbiao")
-- self.rewardTextBg.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_biaoxiamingzidi")
else
self.rewardTip.text = string.format("%s", UIColorStr.YELLOW, "明日刷新")
self.rewardKaiQi:SetActive(false)
self.rewardKeKaiQi:SetActive(false)
self.rewardOpen:SetActive(true)
self.rewardTai.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_zhongbiao_01")
-- self.rewardTextBg.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_biaoxiamingzidi_01")
end
end
--界面关闭时调用(用于子类重写)
function FightLevelChapterPanel:OnClose()
FightLevelManager.curSelect = 0
end
--界面销毁时调用(用于子类重写)
function FightLevelChapterPanel:OnDestroy()
if npc then
npc:OnClose()
end
SubUIManager.Close(this.UpView)
this.spLoader:Destroy()
end
return FightLevelChapterPanel