require("Base/BasePanel") local TreasureOfHeavenPanel = Inherit(BasePanel) local this = TreasureOfHeavenPanel -- local curScore = 0--当前分数 -- local rewardStateData = {} local treasureState = nil local rewardData--后端活动数据 local ConfigData = ConfigManager.GetConfig(ConfigName.WorldBossTreasureConfig) local curId=0 --初始化组件(用于子类重写) function TreasureOfHeavenPanel:InitComponent() this.spLoader = SpriteLoader.New() --topBar/btnBack this.btnBack = Util.GetGameObject(this.transform, "bg/btnBack") this.buyBtn = Util.GetGameObject(this.transform, "bg/topBar/buyBtn") this.Text1 = Util.GetGameObject(this.buyBtn, "buy") this.Text2 = Util.GetGameObject(this.buyBtn, "hadbuy") this.tips = Util.GetGameObject(this.transform, "bg/topBar/tips"):GetComponent("Text") this.time = Util.GetGameObject(this.transform, "bg/topBar/tips/actTime"):GetComponent("Text") this.quesBtn = Util.GetGameObject(this.transform, "bg/quesBtn") this.helpPosition=this.quesBtn:GetComponent("RectTransform").localPosition --Content this.scoreText = Util.GetGameObject(this.transform, "bg/pageContent/bg/score/number"):GetComponent("Text") this.treasureList = Util.GetGameObject(this.transform, "bg/pageContent/treasureList") this.itemPre = Util.GetGameObject(this.treasureList, "itemPro") this.btn_qmfl=Util.GetGameObject(this.transform, "bg/topBar/btn_qmfl") this.btn_qmfl:GetComponent("Image").sprite=this.spLoader:LoadSprite("GM_qmfl_botton_zh") --设置滚动条 this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.treasureList.transform,this.itemPre,nil,Vector2.New(950, 1000),1,1,Vector2.New(100, 25)) this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0) this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5) this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5) this.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 2 end --绑定事件(用于子类重写) function TreasureOfHeavenPanel:BindEvent() Util.AddClick(this.btnBack,function() this:ClosePanel() end) Util.AddClick(this.quesBtn,function() --LogGreen(this.helpPosition.x.."+"..this.helpPosition.y) UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.TreasureOfHeaven,this.helpPosition.x,this.helpPosition.y) end) Util.AddClick(this.btn_qmfl,function() --LogGreen(this.helpPosition.x.."+"..this.helpPosition.y) UIManager.OpenPanel(UIName.QuanMinFLPanel,curId) end) end function TreasureOfHeavenPanel:OnSortingOrderChange() end --添加事件监听(用于子类重写) function TreasureOfHeavenPanel:AddListener() Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeSuccess, self.refresh,self) end --移除事件监听(用于子类重写) function TreasureOfHeavenPanel:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeSuccess, self.refresh,self) end --界面打开时调用(用于子类重写) function TreasureOfHeavenPanel:OnOpen(...) --初始化数据 end -- 打开,重新打开时回调 function TreasureOfHeavenPanel:OnShow() this.tips.text = Language[11924] this.time.text=TimeToDHMS(TreasureOfHeavenManger.resetTime - GetTimeStamp()) curId=ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfHeaven) LogError("curid==============="..curId) this.btn_qmfl:SetActive(ActivityGiftManager.GetActivityInfoByType(10502)~=nil and ActivityGiftManager.CheckIsHaveHaveQMFL(ActivityTypeDef.TreasureOfHeaven,curId)) TreasureOfHeavenPanel:ShowTime() TreasureOfHeavenPanel:refresh() end function TreasureOfHeavenPanel:refresh() treasureState = TreasureOfHeavenManger.TreasrueState rewardData = TreasureOfHeavenManger.rewardStateData -- --LogGreen("#rewardData长度:"..#rewardData) if #TreasureOfHeavenManger.rewardStateData <= 0 then TreasureOfHeavenPanel:topBar() TreasureOfHeavenPanel:showTaskList() else TreasureOfHeavenPanel:topBar() TreasureOfHeavenPanel:showTaskList() end end --topBar按钮状态 function TreasureOfHeavenPanel:topBar() --设置礼包购买按钮状态 this.buyBtn:GetComponent("Button").interactable = treasureState == 0 this.Text1.gameObject:SetActive(treasureState == 0) this.Text2.gameObject:SetActive(treasureState == 1) if treasureState == 0 then Util.AddOnceClick(this.buyBtn,function() UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,1) end) end this.scoreText.text = TreasureOfHeavenManger.curScore end --任务列表 function TreasureOfHeavenPanel:showTaskList() this.ScrollView:SetData(rewardData,function(index, rewardItem) TreasureOfHeavenPanel:SingleTask(rewardItem, rewardData[index]) end) --定位打开界面时位置 local t = 0 if TreasureOfHeavenManger.TreasrueState == 0 then for i = 1, #rewardData do if rewardData[i].state == 0 then t = i break end end elseif TreasureOfHeavenManger.TreasrueState == 1 then for i = 1, #rewardData do if rewardData[i].state == 1 or rewardData[i].state == 0 then t = i break end end end this.ScrollView:SetIndex(t-2) end local itemsList={} --单个任务 function TreasureOfHeavenPanel:SingleTask(rewardItem, singleData) local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text") local pos1 = Util.GetGameObject(rewardItem, "itemPos_1") local pos3 = Util.GetGameObject(rewardItem, "itemPos_3") local pos4 = Util.GetGameObject(rewardItem, "itemPos_4") if not itemsList[rewardItem] then local item1 = SubUIManager.Open(SubUIConfig.ItemView, pos1.transform) local item3 = SubUIManager.Open(SubUIConfig.ItemView, pos3.transform) local item4 = SubUIManager.Open(SubUIConfig.ItemView, pos4.transform) itemsList[rewardItem] ={item1,item3,item4} end scoreLevel.text = ConfigData[singleData.id].Integral itemsList[rewardItem][1]:OnOpen(false, {ConfigData[singleData.id].Reward[1][1], ConfigData[singleData.id].Reward[1][2]}, 0.8, false) itemsList[rewardItem][2]:OnOpen(false, {ConfigData[singleData.id].TreasureReward[1][1], ConfigData[singleData.id].TreasureReward[1][2]}, 0.8, false) itemsList[rewardItem][3]:OnOpen(false, {ConfigData[singleData.id].TreasureReward[2][1], ConfigData[singleData.id].TreasureReward[2][2]}, 0.8, false) --初始化按钮状态 TreasureOfHeavenPanel:InitButtonState(rewardItem, singleData) end --初始化按钮状态 function TreasureOfHeavenPanel:InitButtonState(rewardItem, singleData) local btnDeal = Util.GetGameObject(rewardItem, "btnDeal") local get = Util.GetGameObject(rewardItem, "btnDeal/get") local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain") local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished") local finished = Util.GetGameObject(rewardItem, "finished") local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint") --当前任务领取情况 local state = singleData.state --判断 if TreasureOfHeavenManger.curScore >= ConfigData[singleData.id].Integral then if (state == -1) then btnDeal.gameObject:SetActive(false) get.gameObject:SetActive(false) getAgain.gameObject:SetActive(false) unfinished.gameObject:SetActive(false) finished.gameObject:SetActive(true) elseif (state == 1) then btnDeal.gameObject:SetActive(true) get.gameObject:SetActive(false) getAgain.gameObject:SetActive(true) unfinished.gameObject:SetActive(false) finished.gameObject:SetActive(false) else --rewardSingleData.state == 0 btnDeal.gameObject:SetActive(true) get.gameObject:SetActive(true) getAgain.gameObject:SetActive(false) unfinished.gameObject:SetActive(false) finished.gameObject:SetActive(false) end else btnDeal.gameObject:SetActive(true) get.gameObject:SetActive(false) getAgain.gameObject:SetActive(false) unfinished.gameObject:SetActive(true) finished.gameObject:SetActive(false) end --添加点击事件 Util.AddOnceClick(btnDeal,function() TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,singleData) end) --红点状态 redPoint:SetActive(TreasureOfHeavenManger.RedPointState(singleData,treasureState)) end --按钮事件 function TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,singleData) local btnDeal = Util.GetGameObject(rewardItem, "btnDeal") local get = Util.GetGameObject(rewardItem, "btnDeal/get") local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain") local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished") local finished = Util.GetGameObject(rewardItem, "btnDeal/finished") if TreasureOfHeavenManger.curScore >= ConfigData[singleData.id].Integral then--分数达到要求 if (singleData.state == 0 and treasureState == 0) or--任务未领取+礼包未购买 (singleData.state == 1 and treasureState == 1) or--任务已领取+礼包已购买 (singleData.state == 0 and treasureState == 1)then--任务未领取+礼包已购买 NetManager.GetTreasureOfHeavenRewardRequest(singleData.id,function(msg) UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1) --需要刷新界面 if treasureState == 0 then--判断是否已经购买了礼包 TreasureOfHeavenManger.SetSingleRewardState(singleData.id,1) else TreasureOfHeavenManger.SetSingleRewardState(singleData.id,-1) end TreasureOfHeavenPanel:refresh()--刷新界面 end) elseif singleData.state == 1 and treasureState == 0 then----任务已领取+礼包未购买(弹出购买界面) UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,1) end else--分数未达到要求 PopupTipPanel.ShowTip(Language[11330]) end end function TreasureOfHeavenPanel:ShowTime() if self.localTimer then self.localTimer:Stop() self.localTimer = nil end local t = TreasureOfHeavenManger.resetTime local time self.localTimer = Timer.New(function() time = t - GetTimeStamp() if t - GetTimeStamp() <= 0 then time = 0 t = TreasureOfHeavenManger.resetTime treasureState = nil this.ScrollView:SetIndex(1) --TreasureOfHeavenPanel:refresh()--不刷新了,直接踢出去 ExpeditionManager.RefreshPanelShowByState() end this.time.text=TimeToDHMS(time) end,1,-1,true) self.localTimer:Start() end --界面关闭时调用(用于子类重写) function TreasureOfHeavenPanel:OnClose() if self.localTimer then self.localTimer:Stop() self.localTimer = nil end end --界面销毁时调用(用于子类重写) function TreasureOfHeavenPanel:OnDestroy() this.spLoader:Destroy() rewardData = {} end return TreasureOfHeavenPanel