local IncarnationLottery = {} local sortingOrder = 0 local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig) local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting) local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig) local lotterySpecialConfig = ConfigManager.GetConfig(ConfigName.LotterySpecialConfig) local wishSoulData function IncarnationLottery:New(gameObject) local b = {} b.gameObject = gameObject b.transform = gameObject.transform setmetatable(b, { __index = IncarnationLottery }) return b end --初始化组件(用于子类重写) function IncarnationLottery:InitComponent() self.spLoader = SpriteLoader.New() self.btnHelp= Util.GetGameObject(self.gameObject,"help") self.helpPosition=self.btnHelp:GetComponent("RectTransform").localPosition self.limit = Util.GetGameObject(self.gameObject,"limitdi/limit"):GetComponent("Text") --rightUp self.rightUp = Util.GetGameObject(self.gameObject,"rightUp") self.btnReward = Util.GetGameObject(self.rightUp,"reward") self.btnStore = Util.GetGameObject(self.rightUp,"store") self.btnGift = Util.GetGameObject(self.rightUp,"gift") self.btnGiftEffect = Util.GetGameObject(self.btnGift,"Fx_Circle 1") self.btns = {} for i = 1 , 2 do self.btns[i] = {} self.btns[i].btn = Util.GetGameObject(self.rightUp,"btn"..i) 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].reward = Util.GetGameObject(self.btns[i].btn.gameObject,"reward"):GetComponent("Text") end --center self.center = Util.GetGameObject(self.gameObject,"center/TurnTable/itemlist") self.icons = {} for i = 1 , 10 do self.icons[i] = {} self.icons[i].go = Util.GetGameObject(self.center,"item"..i) self.icons[i].pre = Util.GetGameObject(self.icons[i].go,"pre") self.icons[i].kuang = Util.GetGameObject(self.icons[i].pre,"itemPos") self.icons[i].icon = Util.GetGameObject(self.icons[i].pre,"icon"):GetComponent("Image") self.icons[i].num = Util.GetGameObject(self.icons[i].pre,"numDi/Text"):GetComponent("Text") end self.updateTimes = Util.GetGameObject(self.gameObject,"updateTimes") --self.updateTimesTip = Util.GetGameObject(self.updateTimes,"Text"):GetComponent("Text") self.updateTimesTip1 = Util.GetGameObject(self.updateTimes,"Text1"):GetComponent("Text") self.mask = Util.GetGameObject(self.gameObject,"mask") self._last = 0 self._cyclesNum = 10 self.reward = {} end --绑定事件(用于子类重写) function IncarnationLottery:BindEvent() Util.AddOnceClick(self.btnHelp, function() UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y) end) Util.AddOnceClick(self.btnReward, function() UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.Incarnation,PRE_REWARD_POOL_TYPE.Incarnation) end) Util.AddOnceClick(self.btnStore, function() JumpManager.GoJump(40049) end) Util.AddOnceClick(self.btnGift,function () JumpManager.GoJump(40050,nil,self.actId) end) end --添加事件监听(用于子类重写) function IncarnationLottery:AddListener() end --移除事件监听(用于子类重写) function IncarnationLottery:RemoveListener() end --界面打开时调用(用于子类重写) function IncarnationLottery:OnOpen(_activityConfig,_index,parent) self.actConfig = _activityConfig self.pageIndex = _index self.parent = parent end function IncarnationLottery:OnSortingOrderChange(_sortingOrder) sortingOrder = _sortingOrder or 0 Util.SetParticleSortLayer(self.btnGiftEffect, sortingOrder+1) end -- 打开,重新打开时回调 function IncarnationLottery:OnShow(_sortingOrder) self.gameObject:SetActive(true) sortingOrder = _sortingOrder Util.SetParticleSortLayer(self.btnGiftEffect, sortingOrder+1) self.actId = self.actConfig.ActId self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType if self.actConfig.IfBack == 1 then if self.actConfig.ActiveType > 0 then local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType) if id and id > 0 then self.actId = id local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id) if config then self.actConfig = config end end end end local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",self.actId) self.singleRecruit = array[1] self.tenRecruit = array[2] self.freeTimesId=self.singleRecruit.FreeTimes self.maxtimesId=self.singleRecruit.MaxTimes self:contentShow() self:refreshMagicNum() self:refreshBtnShow()--刷新按钮显示 self.center.transform.localRotation = Quaternion.Euler(Vector3.zero) self._last = self.center.transform.localRotation.z self:DelayMaskWithBool(false) self:TurnTable(1) end --五个魂印头像 function IncarnationLottery:contentShow() self.reward = {} self.rewardWeight = {} local data = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.Incarnation) for i = 1 , #self.icons do local str1 = data[i].Reward[1].."#"..data[i].Reward[2] self.icons[i].kuang:GetComponent("Image").sprite = self.spLoader:LoadSprite(GetQuantityImageByquality(itemConfig[data[i].Reward[1]].Quantity)) self.icons[i].icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data[i].Reward[1])) self.icons[i].num.text = data[i].Reward[2] self.reward[str1] = i self.rewardWeight[str1] = data[i].WeightShow Util.AddOnceClick(self.icons[i].kuang,function() if itemConfig[data[i].Reward[1]].ItemType == ItemType.SelfBox then UIManager.OpenPanel(UIName.RewardBoxPanel,nil,data[i].Reward[1]) else UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,data[i].Reward[1]) end end) end end function IncarnationLottery:refreshMagicNum() -- self.actData = ActivityGiftManager.GetActivityTypeInfo(self.actType) self.actData = CommonActPageManager.GetData(self.actType) CommonActPageManager.ShowIcon(self.btnGift,self.actData.activityId) --local d = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySpecialConfig,"Type",self.singleRecruit.MergePool) --self.updateTimesTip.text = string.format("召唤%s次必得红色碎片","ff850c",d[1].Count - self.actData.value) local endTime = ActivityGiftManager.GetTaskEndTime(self.actType) - PlayerManager.serverTime self.updateTimesTip1.text = string.format("活动剩余时间:%s",self:TimeToDHMS(endTime)) local timeDown=CalculateSecondsNowTo_N_OClock(0) self.timer = Timer.New(function() if endTime < 1 then self.timer:Stop() self.timer = nil self:OnShow(sortingOrder) return else self.updateTimesTip1.text = string.format("活动剩余时间:%s",self:TimeToDHMS(endTime)) end endTime = endTime - 1 timeDown = timeDown - 1 end, 1, -1, true) self.timer:Start() end function IncarnationLottery:GetSendStr(reId) local str = "" if lotterySetting[reId] and lotterySetting[reId].TenTimesMustGetItem and #lotterySetting[reId].TenTimesMustGetItem > 0 then for k,v in ipairs(lotterySetting[reId].TenTimesMustGetItem) do if str == "" then str = str.."赠送" else str = str.."和" end str = str..v[2].."个"..itemConfig[v[1]].Name end end return str end function IncarnationLottery:refreshBtnShow() local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId) self.limit.text ="今日召唤上限:"..curTimes.."/"..privilegeConfig[self.maxtimesId].Condition[1][2] local freeTime = 0 if self.freeTimesId and self.freeTimesId > 0 then freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId) RecruitManager.freeUseTimeList[self.freeTimesId]=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.singleRecruit.Id --m.info.text = "1次" else type = self.tenRecruit.Id --m.info.text = "10次" end local d = {} if (isFree) then m.info.text="免费抽取" else local d = RecruitManager.GetExpendData(type) itemId=d[1] itemNum=d[2] m.icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[itemId].ResourceID].Name) m.num.text= tostring(itemNum) end m.reward.text = self:GetSendStr(n == 1 and self.singleRecruit.Id or self.tenRecruit.Id) Util.AddOnceClick(m.btn,function() if not isFree then if BagManager.GetItemCountById(itemId) < itemNum then PopupTipPanel.ShowTip(itemConfig[itemId].Name.."数量不足!") return end end local recrutId = n == 1 and self.singleRecruit.Id or self.tenRecruit.Id local recrutNum = n == 1 and 1 or 10 local uiName = n == 1 and UIName.QianKunBoxBuyOnePanel or UIName.QianKunBoxBuyTenPanel self:Recruit(recrutNum,recrutId,uiName) end) end end function IncarnationLottery:Recruit(recrutType,recrutId,uiName) if PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)+recrutType>privilegeConfig[self.maxtimesId].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.maxtimesId,recrutType)--记录抽卡次数 --先转转盘 local index = 1 local rotate = self.center.transform.localRotation local bestIndex = 0 if recrutId == self.tenRecruit.Id then local weight = nil for i = 1,#msg.drop.itemlist do local str = msg.drop.itemlist[i].itemId.."#"..msg.drop.itemlist[i].itemNum if self.rewardWeight[str] then if not weight then weight = self.rewardWeight[str] bestIndex = self.reward[str] else if weight > self.rewardWeight[str] then weight = self.rewardWeight[str] bestIndex = self.reward[str] end end end end else local drop = {} drop = msg.drop.itemlist[1] local str2 = drop.itemId.."#"..drop.itemNum bestIndex = self.reward[drop.itemId.."#"..drop.itemNum] end self:TurnTable(2,bestIndex,function() UIManager.OpenPanel(uiName, msg.drop,recrutId,{RecruitType.QianKunBoxTen,RecruitType.QianKunBoxTen}) end) --UIManager.OpenPanel(uiName, msg.drop,recrutId,{RecruitType.QianKunBoxTen,RecruitType.QianKunBoxTen}) end,self.freeTimesId) end function IncarnationLottery:TurnTable(turnType,pos,fun) if turnType == 1 then --默认旋转 self._cyclesNum = 43200 --一直循环 self:TurnEffectReset(60) elseif turnType == 2 then --抽奖旋转 至指定位置 self:DelayMaskWithBool(true) self._cyclesNum = 3 self:TurnEffectReset(2,true,pos,function()--当效果播放完毕后 从管理器取得数据 self:DelayMaskWithBool(false) if fun then fun() end end) end end function IncarnationLottery:DelayMaskWithBool(isShow) self.mask.gameObject:SetActive(isShow) end ---转盘滚动特效重设 1移动速度,值越小越快 2是否停止 3停止位置 function IncarnationLottery:TurnEffectReset(turnSpeed,isStop,pos,func) local s = function() if isStop then SoundManager.PlaySound(SoundConfig.Audio_fangcunzhuanpan_0) self._last = self.center.transform.localRotation.z local a = self._cyclesNum * -360 - (10 - pos + 1) * 36; self.tween:Kill() self.tween = self.center.transform:DORotate(Vector3.New(0, 0, a - self._last), turnSpeed):SetEase(Ease.OutQuad):OnComplete(function() Timer.New(function() if func then--回调 func() end self.tween:Kill() end,0.75):Start() end) Timer.New(function() self._last = self.center.transform.localRotation.z self.center.transform:DOPunchRotation(Vector3.New(0, 0, self._last - 10),2,2,0)--:SetEase(Ease.OutQuad):SetLoops(2,0) end,turnSpeed - 0.07):Start() else self.tween = self.center.transform:DORotate(Vector3.New(0, 0, self._last - 360), turnSpeed,1):SetLoops(-1,0):SetEase(Ease.Linear):OnComplete(function() end) end end s() end --- 将一段时间转换为天时分秒 function IncarnationLottery:TimeToDHMS(second) local day = math.floor(second / (24 * 3600)) local minute = math.floor(second / 60) % 60 local sec = math.floor(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("%s分%s秒",minute, sec) else return string.format("%s天%s小时",day, hour) end end --界面关闭时调用(用于子类重写) function IncarnationLottery:OnClose() self.gameObject:SetActive(false) if self.timer then self.timer:Stop() self.timer = nil end if self.shopView then SubUIManager.Close(self.shopView) end self.shopView = nil end --界面销毁时调用(用于子类重写) function IncarnationLottery:OnDestroy() self.btns = {} if self.shopView then SubUIManager.Close(self.shopView) end self.shopView = nil end return IncarnationLottery