347 lines
15 KiB
Lua
347 lines
15 KiB
Lua
require("Base/BasePanel")
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RecruitPanel = Inherit(BasePanel)
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local this = RecruitPanel
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--local preList
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local i = 0
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local canDrag = true
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
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local AllActSetConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
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local privilegeConfig = ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local orginLayer = 0
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--抽卡类型
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local rType = {
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Normal = 1, --普通
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Friend = 2, --友情
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Hero = 3 --神将
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}
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--按钮类型
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local bType = {
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Btn1 = 1,
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Btn10 = 2
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}
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--抽卡配置
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local preConfigure = {
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[rType.Normal] = {
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bgAtlas = "c_chouka_putong_zh",
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privilegeId = 38,
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btn = {
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[bType.Btn1] = { name = "Btn1", isInfo = Language[10577], type = RecruitType.NormalSingle }, --按钮配置 若有字段 则显示组件并显示内容
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[bType.Btn10] = { name = "Btn10", isInfo = Language[10833], type = RecruitType.NormalTen }
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},
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},
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[rType.Friend] = {
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bgAtlas = "c_chouka_youqing_zh",
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btn = {
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[bType.Btn1] = { name = "Btn1", isInfo = Language[10577], type = RecruitType.FriendSingle },
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[bType.Btn10] = { name = "Btn10", isInfo = Language[10833], type = RecruitType.FriendTen }
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},
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},
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[rType.Hero] = {
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bgAtlas = "c_chouka_shenjiang_zh",
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privilegeId = 14,
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btn = {
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[bType.Btn1] = { name = "Btn1", isInfo = Language[10577], type = RecruitType.Single },
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[bType.Btn10] = { name = "Btn10", isInfo = Language[10833], type = RecruitType.Ten }
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},
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}
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}
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--预设容器
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local preList = {}
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--倒计时容器
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local timeList = {}
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function RecruitPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.mask = Util.GetGameObject(self.transform, "Bg/Mask")
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this.backBtn = Util.GetGameObject(self.transform, "BackBtn/Btn")
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform,
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{ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Recruit })
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this.slider = Util.GetGameObject(self.transform, "rewardBox/content/Slider"):GetComponent("Image")
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this.sliderText = Util.GetGameObject(self.transform, "Text"):GetComponent("Text")
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this.tenTip = Util.GetGameObject(this.gameObject, "TenTip")
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this.tenTipText = Util.GetGameObject(this.gameObject, "TenTip/Text"):GetComponent("Text")
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this.previewBtn = Util.GetGameObject(this.gameObject, "PreviewBtn")
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this.UI_effect_RecruitPanel_box_normal = Util.GetGameObject(self.transform,
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"rewardBox/content/UI_effect_RecruitPanel_box_normal")
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effectAdapte(Util.GetGameObject(this.UI_effect_RecruitPanel_box_normal, "quan01"))
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self.UI_effect_RecruitPanel_box_open = Util.GetGameObject(self.transform,
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"rewardBox/content/UI_effect_RecruitPanel_box_open")
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan01"))
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan02"))
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self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.transform, "UI_effect_RecruitPanel_particle")
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this.panel = Util.GetGameObject(this.gameObject, "Panel")
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this.content = Util.GetGameObject(this.panel, "Content") --抽卡父节点
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this.pre = Util.GetGameObject(this.content, "Pre") --抽卡预设
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this.boxBtn = Util.GetGameObject(this.gameObject, "rewardBox/content/boxIcon/Btn")
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this.upper = Util.GetGameObject(this.gameObject, "Upper/Num"):GetComponent("Text") --召唤上限
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this.wishBtn = Util.GetGameObject(this.gameObject, "wishBtn")
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this.wishBtn:SetActive(false)
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this.wishImg = Util.GetGameObject(this.wishBtn, "Img")
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this.wishTextImg = Util.GetGameObject(this.wishBtn, "ImgText")
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this.wishText = Util.GetGameObject(this.wishTextImg, "Text"):GetComponent("Text")
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this.helpBtn = Util.GetGameObject(this.gameObject, "helpBtn")
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this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
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end
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function RecruitPanel:BindEvent()
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Util.AddClick(this.backBtn, function()
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self:ClosePanel()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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end)
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--帮助按钮
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.WishCard, this.helpPosition.x, this.helpPosition.y)
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end)
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--宝箱按钮
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Util.AddClick(this.boxBtn, function()
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UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.RecruitBox)
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Util.GetGameObject(self.transform, "rewardBox/content/boxIcon"):GetComponent("Animator").enabled = false
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this.UI_effect_RecruitPanel_box_normal:SetActive(true)
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end)
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--奖池预览按钮
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Util.AddClick(this.previewBtn, function()
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UIManager.OpenPanel(UIName.HeroPreviewPanel, true)
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end)
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--心愿抽卡界面
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Util.AddClick(this.wishBtn, function()
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local data = tonumber(specialConfig[119].Value)
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if RecruitManager.drawTimes[1] then
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if RecruitManager.drawTimes[1] >= data then
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UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.WishDraw)
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else
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PopupTipPanel.ShowTip(string.format(Language[12583], data - RecruitManager.drawTimes[1]))
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end
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else
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PopupTipPanel.ShowTip(string.format(Language[12583], data))
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end
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end)
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end
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function RecruitPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Recruit.OnRecruitRefreshData, this.UpdatePanelData)
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end
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function RecruitPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Recruit.OnRecruitRefreshData, this.UpdatePanelData)
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end
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function RecruitPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.UI_effect_RecruitPanel_box_normal, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(self.UI_effect_RecruitPanel_box_open, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(self.UI_effect_RecruitPanel_particle, self.sortingOrder - orginLayer)
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orginLayer = self.sortingOrder
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end
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function RecruitPanel:OnShow(...)
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Recruit })
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this.UpdatePanelData()
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--如果没有达到150抽按钮置灰
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local data = tonumber(specialConfig[119].Value)
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if RecruitManager.drawTimes[1] then
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if RecruitManager.drawTimes[1] < data then
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Util.SetGray(this.wishImg, true)
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this.wishTextImg:SetActive(true)
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this.wishText.text = string.format("%s/%s", RecruitManager.drawTimes[1], data)
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else
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Util.SetGray(this.wishImg, false)
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this.wishTextImg:SetActive(false)
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end
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else
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this.wishTextImg:SetActive(true)
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Util.SetGray(this.wishImg, true)
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this.wishText.text = string.format("%s/%s", 0, data)
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end
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SoundManager.PlayMusic(SoundConfig.BGM_Recruit)
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if this.liveNode then
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poolManager:UnLoadLive("live2d_npc_chouka", this.liveNode)
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end
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this.liveNode = poolManager:LoadLive("live2d_npc_chouka", this.mask.transform, Vector3.one * 0.45,
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Vector3.New(253, -586, 0))
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end
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function RecruitPanel:OnClose()
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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end
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function RecruitPanel:OnDestroy()
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this.spLoader:Destroy()
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SubUIManager.Close(this.upView)
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preList = {}
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timeList = {}
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if this.liveNode then
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poolManager:UnLoadLive("live2d_npc_chouka", this.liveNode)
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end
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end
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function this.UpdatePanelData()
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local maxTimesId = lotterySetting[1].MaxTimes --特权上限ID
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--初始化组件
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for i, v in ipairs(preConfigure) do
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local o = preList[i]
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if not o then
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o = newObjToParent(this.pre, this.content)
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o.name = "Pre" .. i
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preList[i] = o
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end
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local bg = Util.GetGameObject(preList[i], "Bg"):GetComponent("Image")
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local time = Util.GetGameObject(preList[i], "Time"):GetComponent("Text")
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bg.sprite = this.spLoader:LoadSprite(v.bgAtlas)
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local freeTime = 0
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if v.privilegeId then
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freeTime = PrivilegeManager.GetPrivilegeRemainValue(v.privilegeId)
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RecruitManager.freeUseTimeList[v.privilegeId] = freeTime --特权免费次数赋值
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table.insert(timeList, { timeObj = time }) --将倒计时预设存入
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end
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time.gameObject:SetActive((not freeTime or freeTime <= 0) and i ~= rType.Friend) --若不存在数据 或没免费次数 显示倒计时
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--按钮赋值
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for n, m in ipairs(v.btn) do
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local btn = Util.GetGameObject(o, m.name)
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local tip = Util.GetGameObject(o, m.name .. "/Tip"):GetComponent("Text")
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local redPot = Util.GetGameObject(o, m.name .. "/RedPoint")
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local info = Util.GetGameObject(o, m.name .. "/Content/Info"):GetComponent("Text")
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local icon = Util.GetGameObject(o, m.name .. "/Content/Icon"):GetComponent("Image")
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local num = Util.GetGameObject(o, m.name .. "/Content/Num"):GetComponent("Text")
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--组件的显示 若上方有配置就显示 没配置不显示
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tip.gameObject:SetActive(not not m.isTip) --若不存在m.isTip 返回true not true为false
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info.gameObject:SetActive(not not m.isInfo)
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--存在免费次数 并且 免费>=1 并且是1按钮
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local isFree = freeTime and freeTime >= 1 and n == bType.Btn1
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icon.gameObject:SetActive(not isFree or n == bType.Btn10 or i == rType.Friend)
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num.gameObject:SetActive(not isFree or n == bType.Btn10 or i == rType.Friend)
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tip.text = m.isTip and m.isTip or ""
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info.text = m.isInfo and m.isInfo or ""
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local itemId = 0
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local itemNum = 0
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local d = RecruitManager.GetExpendData(m.type)
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local redPoint = false
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if v.privilegeId then
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redPoint = RecruitManager.GetRecruitBtnRedpoint(m.type, v.privilegeId)
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else
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redPoint = RecruitManager.GetRecruitBtnRedpoint(m.type)
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end
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redPot:SetActive(redPoint)
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if isFree then --若1按钮有免费次数 后面逻辑不走了
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info.text = Language[10588]
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else
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itemId = d[1]
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itemNum = d[2]
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icon.sprite = this.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
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num.text = "×" .. itemNum
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end
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Util.AddOnceClick(btn, function()
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if not isFree then
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if BagManager.GetItemCountById(itemId) < d[2] then
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PopupTipPanel.ShowTip(GetLanguageStrById(itemConfig[itemId].Name) .. Language[10584])
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return
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end
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end
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local state = PlayerPrefs.GetInt(PlayerManager.uid .. "GeneralPopup_RecruitConfirm" .. RecruitType.Ten)
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if n == bType.Btn1 then
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if PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId) + 1 > privilegeConfig[maxTimesId].Condition[1][2] then
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PopupTipPanel.ShowTip(Language[10587])
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return
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end
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--抽卡
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local recruitOne = function()
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RecruitManager.RecruitRequest(m.type, function(msg)
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PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId, 1) --记录抽卡次数
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UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1], m.type, bType.Btn1,
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{ v.btn[bType.Btn1].type, v.btn[bType.Btn10].type })
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end, v.privilegeId)
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end
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if state == 0 and d[1] == 16 and not isFree then
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UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.RecruitConfirm, RecruitType.Single,
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recruitOne)
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else
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recruitOne()
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end
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elseif n == bType.Btn10 then
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if PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId) + 10 > privilegeConfig[maxTimesId].Condition[1][2] then
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PopupTipPanel.ShowTip(Language[10587])
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return
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end
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--抽卡
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local recruitTen = function()
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RecruitManager.RecruitRequest(m.type, function(msg)
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PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId, 10) --记录抽卡次数
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UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero, m.type, bType.Btn10,
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{ v.btn[bType.Btn10].type, v.btn[bType.Btn10].type })
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if m.type == 11 then
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RecruitManager.isTenRecruit = 1
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end
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end, v.privilegeId)
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end
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if state == 0 and d[1] == 16 and not isFree then
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UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.RecruitConfirm, RecruitType.Ten,
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recruitTen)
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else
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recruitTen()
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end
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end
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end)
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end
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end
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this.TimeCountDown()
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local num = BagManager.GetItemCountById(lotterySetting[RecruitType.RecruitBox].CostItem[1][1])
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RecruitManager.isCanOpenBox = num >= lotterySetting[RecruitType.RecruitBox].CostItem[1][2]
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this.slider.fillAmount = num / lotterySetting[RecruitType.RecruitBox].CostItem[1][2]
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this.sliderText.text = string.format("%s/%s", num, lotterySetting[RecruitType.RecruitBox].CostItem[1][2])
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Util.GetGameObject(this.transform, "rewardBox/content/boxIcon"):GetComponent("Animator").enabled = RecruitManager
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.isCanOpenBox
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this.UI_effect_RecruitPanel_box_normal:SetActive(not RecruitManager.isCanOpenBox)
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this.tenTip:SetActive(true)
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if RecruitManager.isTenRecruit == 0 then
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this.tenTipText.text = Language[12585]
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else
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this.tenTipText.text = string.format(Language[12586], RecruitManager.GetRecruit3MustCount())
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end
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this.upper.text = Language[10596] ..
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PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId) ..
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"/" .. privilegeConfig[maxTimesId].Condition[1][2] --特权上限
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end
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function this.TimeCountDown()
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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local timeDown = CalculateSecondsNowTo_N_OClock(0)
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timeList[1].timeObj.text = Language[10026] .. TimeToHMS(timeDown)
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timeList[2].timeObj.text = Language[10026] .. TimeToHMS(timeDown)
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this.timer = Timer.New(function()
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if timeDown < 1 then
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this.timer:Stop()
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this.timer = nil
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--结束逻辑
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return
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end
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timeDown = timeDown - 1
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timeList[1].timeObj.text = Language[10026] .. TimeToHMS(timeDown)
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timeList[2].timeObj.text = Language[10026] .. TimeToHMS(timeDown)
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end, 1, -1, true)
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this.timer:Start()
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end
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return RecruitPanel
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