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