require("Base/BasePanel") local DemonSlayerNewPanel = Inherit(BasePanel) local this = DemonSlayerNewPanel local sortingOrder = 0 local actRankConfig = ConfigManager.GetConfig(ConfigName.ActivityRankingReward) local itemsGrid = {}--item重复利用 local allRankData,myRankData local npcList={} local btnState={ [1] = {Img = "Btn_hz_cheng_01",Text = "前 往"}, [2] = {Img = "Btn_hz_cheng_01",Text = "领 取"}, [3] = {Img = "Btn_hz_cheng_01",Text = "已领取"}, } --初始化组件(用于子类重写) function DemonSlayerNewPanel:InitComponent() this.spLoader = SpriteLoader.New() this.btnBack = Util.GetGameObject(self.gameObject,"BackBtn") this.helpBtn = Util.GetGameObject(self.gameObject,"HelpBtn") this.btnRank = Util.GetGameObject(self.gameObject,"RankList") this.timeText = Util.GetGameObject(self.gameObject, "rewardContent/time"):GetComponent("Text") this.pos = Util.GetGameObject(self.gameObject, "pos") this.textNum = Util.GetGameObject(self.gameObject, "rewardContent/textNum") this.tips = Util.GetGameObject(self.textNum, "Tips") this.obj = Util.GetGameObject(self.textNum, "Obj") this.nextLevel = Util.GetGameObject(self.obj, "num"):GetComponent("Text") this.itemPre = Util.GetGameObject(self.gameObject, "rewardContent/reward/itemPre") this.scrollItem = Util.GetGameObject(self.gameObject, "rewardContent/reward/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, 0)) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 2 this.ScrollView.elastic = false end --绑定事件(用于子类重写) function DemonSlayerNewPanel:BindEvent() Util.AddClick(this.btnBack, function() self:ClosePanel() end) Util.AddClick(this.helpBtn, function() local pos = this.helpBtn.transform.localPosition UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.DemonSlayerNew, pos.x, pos.y) end) Util.AddClick(this.btnRank, function() UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[4]) end) end --添加事件监听(用于子类重写) function DemonSlayerNewPanel:AddListener() end --移除事件监听(用于子类重写) function DemonSlayerNewPanel:RemoveListener() end --界面打开时调用(用于子类重写) function DemonSlayerNewPanel: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 DemonSlayerNewPanel:OnShow() DemonSlayerNewPanel:Refresh(false) end function DemonSlayerNewPanel:Refresh(isAnim) local ActInfo = CommonActPageManager.GetData(ActivityTypeDef.DemonSlayerNew) CheckRedPointStatus(RedPointType.DemonSlayerNew) this.ActId = ActInfo.activityId DemonSlayerNewPanel:SetState(ActInfo) DemonSlayerNewPanel:SetRank(ActInfo) DemonSlayerNewPanel:OnShowData(ActInfo,isAnim) DemonSlayerNewPanel:SetTime(ActInfo) end function DemonSlayerNewPanel:SetRank(ActInfo) RankingManager.InitData(RANK_TYPE.MONSTER_RANK,function () allRankData,myRankData = RankingManager.GetRankingInfo() self:SetPlayer() end) end function DemonSlayerNewPanel:SetPlayer() for i = 1, 3 do local item = Util.GetGameObject(this.pos,"pos"..i.."/name"):GetComponent("Text") local image = Util.GetGameObject(this.pos,"pos"..i.."/ren"):GetComponent("Image") local livePrefab = Util.GetGameObject(this.pos,"pos"..i.."/ren") if allRankData[i] then image.enabled = false item.text = allRankData[i].userName if npcList[i] then npcList[i]:OnClose() end local curPlayerLiveViewData = { skin = allRankData[i].userSkin, ride = allRankData[i].userMount, sex = allRankData[i].sex, designation = allRankData[i].userTitle } npcList[i] = PlayerLiveView:New(livePrefab.transform,2, curPlayerLiveViewData) if curPlayerLiveViewData.ride and curPlayerLiveViewData.ride > 0 then npcList[i]:OnOpen(GetPlayerRoleSingleConFig().Scale11,Vector3.New(0,-102.73,0),WALK_DIR.IDLE_LEFT) else npcList[i]:OnOpen(GetPlayerRoleSingleConFig().Scale11,Vector3.New(0,-102.73,0),WALK_DIR.IDLE_FRONT) end -- 获取向左时的偏移值 local PlayerRoleConFig = ConfigManager.TryGetConfigData(ConfigName.PlayerRole, curPlayerLiveViewData.ride) if PlayerRoleConFig and PlayerRoleConFig.RideOffset and PlayerRoleConFig.RideOffset[3] then local offset = Vector3.New(0, 0, 0) offset.x = PlayerRoleConFig.RideOffset[3][1] offset.y = PlayerRoleConFig.RideOffset[3][2] npcList[i].transform.localPosition = Vector3.New(0, 122, 0) - offset * GetPlayerRoleSingleConFig().Scale11 end else image.enabled = true item.text = Language[10423] end end end function DemonSlayerNewPanel:SetState(ActInfo) local extraTime = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActInfo.activityId).GapTime*86400 local time1 = ActInfo.endTime - GetTimeStamp() local num = 0 for i = 1, #ActInfo.rewards do num = ActInfo.rewards[i].otherData.Values[1][2] - ActInfo.rewards[i].progress if num > 0 then this.nextLevel.text = num break end end this.tips:SetActive(num <= 0) this.obj:SetActive(num > 0) end function DemonSlayerNewPanel:OnShowData(ActInfo,isAnim) this.ScrollView:SetData(ActInfo.rewards, function (index, go) DemonSlayerNewPanel:SingleDataShow(go, ActInfo.rewards[index],index) end,nil,isAnim) end function DemonSlayerNewPanel:SingleDataShow(pre,data,index) local btnGet = Util.GetGameObject(pre,"Button"):GetComponent("Image") local btnText = Util.GetGameObject(btnGet.gameObject,"Text"):GetComponent("Text") local level = Util.GetGameObject(pre,"Text"):GetComponent("Text") local rewards = Util.GetGameObject(pre,"rewards") local shows = data.otherData.Reward local progress = Util.GetGameObject(pre,"progress"):GetComponent("Text") progress.gameObject:SetActive(data.otherData.State == 1) progress.text = string.format("%s/%s",data.progress,data.otherData.Values[1][2]) level.text = string.format("%s层",data.otherData.Values[1][2]) btnGet.sprite = this.spLoader:LoadSprite(btnState[data.otherData.State].Img) btnText.text = btnState[data.otherData.State].Text --滚动条复用重设itemview if itemsGrid[pre] then for i = 1, 5 do itemsGrid[pre][i].gameObject:SetActive(false) end for i = 1, #shows do if itemsGrid[pre][i] then itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.8,false,false,false,self.sortingOrder) itemsGrid[pre][i].gameObject:SetActive(true) end end else itemsGrid[pre]={} for i = 1, 5 do itemsGrid[pre][i] = SubUIManager.Open(SubUIConfig.ItemView, rewards.transform) itemsGrid[pre][i].gameObject:SetActive(false) end for i = 1, #shows do itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.8,false,false,false,self.sortingOrder) itemsGrid[pre][i].gameObject:SetActive(true) end end Util.AddOnceClick(btnGet.gameObject,function () if data.otherData.State == 1 then JumpManager.GoJump(1011) elseif data.otherData.State == 2 then NetManager.GetActivityRewardRequest(data.missionId,this.ActId,function (drop) UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function () this:Refresh(true) end) end) end end) end function DemonSlayerNewPanel:SetTime(ActInfo) local extraTime = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActInfo.activityId).GapTime*86400 --设置一进去的时间,不设置的话一进去会不对 local time = ActInfo.endTime - GetTimeStamp() - extraTime local timeStr = "距活动结束:%s" if time > 3600 then this.timeText.text = string.format(timeStr,TimeToDHM(time)) else this.timeText.text = string.format(timeStr,TimeToMS(time)) end if self.timer then self.timer:Stop() self.timer = nil end --计时器 self.timer = Timer.New(function () local time = ActInfo.endTime - GetTimeStamp() - extraTime if time > 3600 then this.timeText.text = string.format(timeStr,TimeToDHM(time)) else this.timeText.text = string.format(timeStr,TimeToMS(time)) end time = time -1 if time <= 0 then DemonSlayerNewPanel:ClosePanel() end end,1,-1,true) self.timer:Start() end --界面关闭时调用(用于子类重写) function DemonSlayerNewPanel:OnClose() if self.timer then self.timer:Stop() self.timer = nil end for i = 1, #npcList do npcList[i]:OnClose() end sortingOrder = 0 end --界面销毁时调用(用于子类重写) function DemonSlayerNewPanel:OnDestroy() this.spLoader:Destroy() if self.timer then self.timer:Stop() self.timer = nil end sortingOrder = 0 end return DemonSlayerNewPanel