local LeiJiChongZhiPage = quick_class("LeiJiChongZhiPage") local allData={} local itemsGrid = {}--item重复利用 local singleTaskPre = {} local this=LeiJiChongZhiPage local parent local endtime = 0 function LeiJiChongZhiPage:ctor(mainPanel, gameObject) self.mainPanel = mainPanel self.gameObject = gameObject self:InitComponent(gameObject) self:BindEvent() end function LeiJiChongZhiPage:InitComponent(gameObject) this.time = Util.GetGameObject(gameObject, "content/tiao/time") this.itemPre = Util.GetGameObject(gameObject, "content/ItemPre") this.scrollItem = Util.GetGameObject(gameObject, "content/grid") local rootHight = this.scrollItem.transform.rect.height local width = this.scrollItem.transform.rect.width this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollItem.transform, this.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 30)) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 2 end --绑定事件(用于子类重写) function LeiJiChongZhiPage:BindEvent() end --添加事件监听(用于子类重写) function LeiJiChongZhiPage:AddListener() end --移除事件监听(用于子类重写) function LeiJiChongZhiPage:RemoveListener() end local sortingOrder = 0 --界面打开时调用(用于子类重写) function LeiJiChongZhiPage:OnOpen() 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 LeiJiChongZhiPage:OnShow(_sortingOrder,_parent) sortingOrder = _sortingOrder parent = _parent this:OnShowData() end function this.Refresh() this:OnShowData() this:SetTime() end function LeiJiChongZhiPage:SetTime() if self.timer then self.timer:Stop() self.timer = nil end self.timer = Timer.New(function() local timeDown for i = 1,#allData do if allData[i].type == 1 then timeDown = CalculateSecondsNowTo_N_OClock(5) singleTaskPre[allData[i].id].text = "剩余:"..TimeToHMS(timeDown) else timeDown = endtime - GetTimeStamp() singleTaskPre[allData[i].id].text = "剩余:"..TimeToDHMS(timeDown) end if timeDown < 1 then this.Refresh() return end end timeDown = endtime - GetTimeStamp() this.time.text = "剩余时间:"..TimeToDHMS(timeDown) end, 1, -1, true) self.timer:Start() end function LeiJiChongZhiPage:OnShowData() allData = OperatingManager:InitPoZhenZhuXianData() if allData then endtime = ActivityGiftManager.GetTaskEndTime(ActivityTypeDef.pozhenzhuxian_task) this.SortData(allData) this.ScrollView:SetData(allData, function (index, go) this.SingleDataShow(go, allData[index]) singleTaskPre[allData[index].id] = Util.GetGameObject(go,"btn/Text"):GetComponent("Text") end) LogError(#allData) else parent.OnPageTabChange(1) PopupTipPanel.ShowTip("活动已结束") return end end function LeiJiChongZhiPage:SortData() if allData==nil then return end table.sort(allData, function(a,b) if a.type == b.type then return a.id < b.id else return a.type < b.type end end) end local type={ [0]={sprite = "s_slbz_1anniuhuangse",text = "前往"}, [1]={sprite = "s_slbz_1anniuhuise",text = "已领取"}, [2]={sprite = "s_slbz_1anniuongse",text = "领取"}, } --刷新每一条的显示数据 function this.SingleDataShow(pre,value) if pre==nil or value==nil then return end --绑定组件 local activityRewardGo = pre activityRewardGo:SetActive(true) local sConFigData = value local titleText = Util.GetGameObject(activityRewardGo, "title"):GetComponent("Text") titleText.text = sConFigData.title local missionText = Util.GetGameObject(activityRewardGo, "mission"):GetComponent("Text") missionText.text = sConFigData.content.."("..(sConFigData.progress > sConFigData.value and sConFigData.value or sConFigData.progress) .."/"..sConFigData.value..")" local reward = Util.GetGameObject(activityRewardGo.gameObject, "reward") if (not itemsGrid) then itemsGrid = {} end if not itemsGrid[pre] then itemsGrid[pre] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform) end itemsGrid[pre]:OnOpen(false, sConFigData.reward, 0.9, false) local lingquButton = Util.GetGameObject(activityRewardGo.gameObject, "btn") local state = sConFigData.state == 1 and sConFigData.state or (sConFigData.progress >= sConFigData.value and 2 or 0) -- 0 前往 1已领奖 2领奖 local red = Util.GetGameObject(lingquButton.gameObject, "redPoint") red:SetActive(state == 2) Util.GetGameObject(lingquButton.gameObject, "Button/Text"):GetComponent("Text").text = type[state].text Util.GetGameObject(lingquButton.gameObject, "Button"):GetComponent("Image").sprite = Util.LoadSprite(type[state].sprite) Util.GetGameObject(lingquButton.gameObject, "Button").gameObject:SetActive(state ~= 1) Util.GetGameObject(lingquButton.gameObject, "image").gameObject:SetActive(state == 1) Util.AddOnceClick(Util.GetGameObject(lingquButton.gameObject, "Button"), function() if state == 2 then local curActivityId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.pozhenzhuxian_task) NetManager.GetActivityRewardRequest(sConFigData.id, curActivityId,function(respond) UIManager.OpenPanel(UIName.RewardItemPopup, respond, 1) this.Refresh() end) elseif state == 0 then if sConFigData.jump then JumpManager.GoJump(sConFigData.jump[1]) end end end) end --界面打开时调用(用于子类重写) function LeiJiChongZhiPage:OnOpen() end function this.RechargeSuccessFunc(id) FirstRechargeManager.RefreshAccumRechargeValue(id) --OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.GiftBuy, id) this.OnShowData() end function LeiJiChongZhiPage:OnClose() end --界面销毁时调用(用于子类重写) function LeiJiChongZhiPage:OnDestroy() sortingOrder = 0 end function LeiJiChongZhiPage:OnHide() sortingOrder = 0 end --- 将一段时间转换为天时分秒 function LeiJiChongZhiPage:TimeToDHMS(second) local day = math.floor(second / (24 * 3600)) local minute = math.floor(second / 60) % 60 local sec = second % 60 local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600) if day <= 0 and hour <= 0 then return string.format(Language[12231],minute, sec) else return string.format(Language[12232],day, hour) end end return LeiJiChongZhiPage