RecruitPanelNew = {} function RecruitPanelNew:New(gameObject) local b = {} b.gameObject = gameObject b.transform = gameObject.transform setmetatable(b, { __index = RecruitPanelNew }) return b end local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting) local AllActSetConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig) local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig) local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig) local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting) local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig) local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig) function RecruitPanelNew:InitComponent() self.spLoader = SpriteLoader.New() self.panel = Util.GetGameObject(self.gameObject,"Panel") self.bg1 = Util.GetGameObject(self.gameObject,"Bg/Bg1"):GetComponent("Image") self.bg2 = Util.GetGameObject(self.gameObject,"Bg/Bg2"):GetComponent("Image") self.bg3 = Util.GetGameObject(self.gameObject,"Bg/Bg3"):GetComponent("Image") self.title=Util.GetGameObject(self.panel,"title"):GetComponent("Image") self.root=Util.GetGameObject(self.panel,"root") self.rewardBox = Util.GetGameObject(self.panel, "btngroup/rewardBox") self.boxIcon = Util.GetGameObject(self.rewardBox, "boxIcon") self.slider = Util.GetGameObject(self.rewardBox,"Bg/Slider"):GetComponent("Image") self.sliderText = Util.GetGameObject(self.rewardBox, "progress/Text"):GetComponent("Text") self.boxBtn=Util.GetGameObject(self.rewardBox,"Btn") self.UI_effect_RecruitPanel_box_normal = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_normal") effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_normal, "quan01")) self.UI_effect_RecruitPanel_box_open = Util.GetGameObject(self.rewardBox,"UI_effect_RecruitPanel_box_open") effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan01")) effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan02")) self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.gameObject,"UI_effect_RecruitPanel_particle") self.previewBtn = Util.GetGameObject(self.panel, "PreviewBtn") self.helpBtn = Util.GetGameObject(self.panel, "helpBtn") self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition self.wish = Util.GetGameObject(self.panel,"wishBtn") self.wishNoOpen = Util.GetGameObject(self.wish,"noOpen") self.wishBtn = Util.GetGameObject(self.wishNoOpen,"Img") self.wishTextImg = Util.GetGameObject(self.wishNoOpen,"ImgText") self.wishText = Util.GetGameObject(self.wishTextImg,"Text"):GetComponent("Text") self.wishTipIma = Util.GetGameObject(self.wishNoOpen,"tip"):GetComponent("Text") self.wishOpen = Util.GetGameObject(self.wish,"upHeroGrid") self.wishPre = Util.GetGameObject(self.wish,"upHeroPre") -- self.tip = Util.GetGameObject(self.panel, "tip/text"):GetComponent("Text") self.tenTip = Util.GetGameObject(self.panel, "TenTip") self.tenTipText = Util.GetGameObject(self.tenTip, "scroll/Text"):GetComponent("Text") self.upper = Util.GetGameObject(self.panel,"Upper/Num"):GetComponent("Text")--"今日召唤上限:" if not self.upHeroPreList then self.upHeroPreList = {} end for i = 1,3 do self.upHeroPreList[i] = {} self.upHeroPreList[i].go = Util.GetGameObject(self.wishOpen,"upHeroPre"..i) self.upHeroPreList[i].pos = Util.GetGameObject(self.upHeroPreList[i].go,"di") self.upHeroPreList[i].item = SubUIManager.Open(SubUIConfig.ItemView,self.upHeroPreList[i].pos.transform) self.upHeroPreList[i].item.transform:SetSiblingIndex(1) self.upHeroPreList[i].item.transform:GetComponent("RectTransform").anchoredPosition = Vector3.New(32,-25.5,0) self.upHeroPreList[i].choosed = Util.GetGameObject(self.upHeroPreList[i].go,"state") end self.btns = {} for i = 1,2 do self.btns[i] = {} self.btns[i].btn = Util.GetGameObject(self.gameObject,"btngroup/btn"..i) self.btns[i].layoutDi = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/di"):GetComponent("Image") self.btns[i].red = Util.GetGameObject(self.btns[i].btn.gameObject,"redPoint") self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/Text"):GetComponent("Text") self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/icon"):GetComponent("Image") self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject,"layout/num"):GetComponent("Text") self.btns[i].time = Util.GetGameObject(self.btns[i].btn.gameObject,"time"):GetComponent("Text") end end function RecruitPanelNew:BindEvent() --帮助按钮 Util.AddClick(self.helpBtn, function() UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.WishCard,self.helpPosition.x,self.helpPosition.y) end) --宝箱按钮 Util.AddClick(self.boxBtn,function() UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox) self.boxIcon:GetComponent("Animator").enabled = false self.UI_effect_RecruitPanel_box_normal:SetActive(true) end) --奖池预览按钮 Util.AddClick(self.previewBtn, function() UIManager.OpenPanel(UIName.HeroPreviewPanel,true) end) --心愿抽卡界面 Util.AddClick(self.wish, function() local data = tonumber(specialConfig[119].Value) if RecruitManager.drawTimes[1] then if RecruitManager.drawTimes[1] >= data then UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishDraw) else PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",data - RecruitManager.drawTimes[1])) end else PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",data)) end end) end function RecruitPanelNew:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self) end function RecruitPanelNew:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Recruit.OnRecruitRefreshData, self.UpdataPanel,self) end function RecruitPanelNew:OnSortingOrderChange(sortingOrder) self.sortingOrder = sortingOrder Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_normal, self.sortingOrder + 1) Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_box_open, self.sortingOrder + 1) Util.SetParticleSortLayer(self.UI_effect_RecruitPanel_particle, self.sortingOrder + 1) end --界面打开时调用(用于子类重写) function RecruitPanelNew:OnOpen(_Config,_index, parent) self.config = _Config self.parent = parent end function RecruitPanelNew:OnShow(sortingOrder) self.sortingOrder = sortingOrder self:OnSortingOrderChange(sortingOrder) self.gameObject:SetActive(true) self.singleConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",1) self.tenConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"LotteryType",self.config.ShopData[1][1],"PerCount",10) self.XianZhaoConfig = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.xianyuan) self:UpdataPanel() SoundManager.PlayMusic(SoundConfig.BGM_Recruit) if self.liveNode then poolManager:UnLoadLive(self.liveNode.name, self.liveNode) end if self.config.ShopData[2][1] == 1 then local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,self.config.ShopData[2][2]) local name = GetResourcePath(heroConfig.Live) self.liveNode = poolManager:LoadLive(name, self.root.transform, Vector3.one *heroConfig.Scale, Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0)) self.liveNode.name = name local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic") local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle poolManager:SetLiveClearCall(name, self.liveNode, function () SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle end) end end function RecruitPanelNew:UpdataPanel() self.bg1.sprite = self.spLoader:LoadSprite(self.config.Icon[3]) self.bg2.sprite = self.spLoader:LoadSprite(self.config.Icon[4]) self.bg3.sprite = self.spLoader:LoadSprite(self.config.Icon[8]) self.title.sprite = self.spLoader:LoadSprite(self.config.Icon[5]) self.title:SetNativeSize() for i = 1,2 do self.btns[i].layoutDi.sprite = self.spLoader:LoadSprite(self.config.Icon[6]) end self.parent.mask2.sprite = self.spLoader:LoadSprite(self.config.Icon[7]) self.parent.mask1.sprite = self.spLoader:LoadSprite(self.config.Icon[7]) -- self.tip.text = self.config.TitleText self:UpdataWishPanel() self:UpdataBoxReward() self.upper.text=string.format(self.config.TitleText,PrivilegeManager.GetPrivilegeUsedTimes(self.singleConfig.MaxTimes),privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2]) --特权上限 self:UpdatePanelData() self:TimeCountDown() end function RecruitPanelNew:UpdataWishPanel() if self.config.ShopData[1][1] ~= TableRecruitType.Shenjiang then self.wish.gameObject:SetActive(false) self.tenTip.gameObject:SetActive(false) return end self.wish.gameObject:SetActive(true) --如果没有达到150抽按钮置灰 local data = tonumber(specialConfig[119].Value) if RecruitManager.drawTimes[1] then if RecruitManager.drawTimes[1] < data then self.wishNoOpen.gameObject:SetActive(true) self.wishOpen.gameObject:SetActive(false) Util.SetGray(self.wishBtn,true) self.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data) self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~" else self.wishNoOpen.gameObject:SetActive(false) self.wishOpen.gameObject:SetActive(true) NetManager.ChoiceWishHeroRequest(nil,function () for i = 1,3 do local data = RecruitManager.WishCardData[i] local id = data.heroTid if id > 0 then self.upHeroPreList[i].item.gameObject:SetActive(true) self.upHeroPreList[i].item:OnOpen(false, {id,0}, 0.7, false, false, false, self.sortingOrder) self.upHeroPreList[i].choosed:SetActive(data.status == 1) else self.upHeroPreList[i].item.gameObject:SetActive(false) self.upHeroPreList[i].choosed.gameObject:SetActive(false) end end end) end else self.wishNoOpen.gameObject:SetActive(true) self.wishOpen.gameObject:SetActive(false) Util.SetGray(self.wishBtn,true) self.wishText.text = string.format("%s/%s",0,data) self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~" end self.tenTip:SetActive(true) if RecruitManager.isTenRecruit == 0 then self.tenTipText.text = "首次十连必得五星神将" else self.tenTipText.text = string.format("剩余%s次必得五星神将",RecruitManager.GetRecruit3MustCount()) end end function RecruitPanelNew:UpdataBoxReward() local num = BagManager.GetItemCountById(self.XianZhaoConfig.CostItem[1][1]) RecruitManager.isCanOpenBox = num >= self.XianZhaoConfig.CostItem[1][2] self.slider.fillAmount = num/self.XianZhaoConfig.CostItem[1][2] self.sliderText.text = string.format("%s/%s", num, self.XianZhaoConfig.CostItem[1][2]) self.boxIcon:GetComponent("Animator").enabled = RecruitManager.isCanOpenBox self.UI_effect_RecruitPanel_box_normal:SetActive(not RecruitManager.isCanOpenBox) self.UI_effect_RecruitPanel_box_open:SetActive(RecruitManager.isCanOpenBox) end function RecruitPanelNew:OnClose() self.gameObject:SetActive(false) if self.timer then self.timer:Stop() self.timer = nil end end function RecruitPanelNew:OnDestroy() self.spLoader:Destroy() if self.timer then self.timer:Stop() self.timer = nil end for i = 1,3 do if self.upHeroPreList[i] then SubUIManager.Close(self.upHeroPreList[i].item) end end self.upHeroPreList = {} end --刷新剩余次数 function RecruitPanelNew:UpdatePanelData() local freeTime = 0 if self.singleConfig.FreeTimes and self.singleConfig.FreeTimes > 0 then freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.singleConfig.FreeTimes) RecruitManager.freeUseTimeList[self.singleConfig.FreeTimes] = freeTime end --按钮赋值 for n, m in ipairs(self.btns) do --存在免费次数 并且 免费>=1 并且是1按钮 local isFree = freeTime >= 1 and n == 1 m.red.gameObject:SetActive(isFree) m.icon.gameObject:SetActive(not isFree) m.num.gameObject:SetActive(not isFree) local itemId=0 local itemNum=0 local type = 0 if n == 1 then type = self.singleConfig.Id m.info.text = "1次" m.time.gameObject:SetActive(true) else m.time.gameObject:SetActive(false) type = self.tenConfig.Id m.info.text = "10次" end if self.config.ShopData[1][1] == TableRecruitType.Youqing then m.time.gameObject:SetActive(false) end local d = {} if (isFree) then m.time.gameObject:SetActive(false) m.info.text="免费召唤" else local d = RecruitManager.GetExpendData(type) itemId=d[1] itemNum=d[2] m.icon.sprite=self.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name) m.num.text= tostring(itemNum) end Util.AddOnceClick(m.btn,function() if not isFree then if BagManager.GetItemCountById(itemId)privilegeConfig[self.singleConfig.MaxTimes].Condition[1][2] then PopupTipPanel.ShowTip("无法超出每日召唤次数上限!") return end RecruitManager.RecruitRequest(recrutId, function(msg) PrivilegeManager.RefreshPrivilegeUsedTimes(self.singleConfig.MaxTimes,recrutType)--记录抽卡次数 if bType == 1 then UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],recrutId,bType,{self.config.ShopData[3][1],self.config.ShopData[3][2]}) else UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero,recrutId,bType,{self.config.ShopData[3][1],self.config.ShopData[3][2]}) end CheckRedPointStatus(self.config.RpType) end,self.singleConfig.FreeTimes) end function RecruitPanelNew:TimeCountDown() if self.timer then self.timer:Stop() self.timer = nil end local timeDown=CalculateSecondsNowTo_N_OClock(0) self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown) self.timer = Timer.New(function() if timeDown < 1 then self.timer:Stop() self.timer = nil return end timeDown = timeDown - 1 self.btns[1].time.text = Language[10023]..TimeToHMS(timeDown) end, 1, -1, true) self.timer:Start() end return RecruitPanelNew