276 lines
11 KiB
Lua
276 lines
11 KiB
Lua
require("Base/BasePanel")
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XiaoYaoYouPanel = Inherit(BasePanel)
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local this = XiaoYaoYouPanel
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local cursortingOrder
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local freeTravel = ConfigManager.GetConfig(ConfigName.FreeTravel)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local _MaxNum = 10
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local firstMapId = 6001
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--初始化组件(用于子类重写)
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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this.scroll = Util.GetGameObject(self.gameObject, "scroll")
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this.content = Util.GetGameObject(self.gameObject, "scroll/Content")
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this.btnList = {}
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this.infoList = {}
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for i = 1, _MaxNum do
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this.btnList[i] = Util.GetGameObject(this.scroll, "Content/map/btn_" .. i)
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this.infoList[i] = Util.GetGameObject(this.scroll, "Content/Infos/info_" .. i)
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end
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-- 逍遥点刷新倒计时显示
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this.bgTime = Util.GetGameObject(self.gameObject, "costProp/Bgtime")
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this.costIcon = Util.GetGameObject(self.gameObject, "costProp/icon"):GetComponent("Image")
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this.costInfo = Util.GetGameObject(self.gameObject, "costProp/energyInfo"):GetComponent("Text")
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this.addItmBtn = Util.GetGameObject(self.gameObject, "costProp/add")
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this.actCountTime = Util.GetGameObject(this.bgTime, "time"):GetComponent("Text")
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-- this.scrollItem = Util.GetGameObject(self.gameObject, "scrollItem")
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-- this.itemPre = Util.GetGameObject(self.gameObject, "prefab/ItemPre")
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-- local rootHight = this.scrollItem.transform.rect.height
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-- local width = this.scrollItem.transform.rect.width
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-- this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollItem.transform,
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-- this.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, -3))
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-- this.ScrollView.moveTween.MomentumAmount = 1
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-- this.ScrollView.moveTween.Strength = 2
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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Util.AddClick(this.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.addItmBtn, function()
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UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.XiaoYaoYouItemExchange, 98)
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end)
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end
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--添加事件监听(用于子类重写)
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.XiaoYao.RefreshEventShow, this.UpdateYunYouVleShow)
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end
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--移除事件监听(用于子类重写)
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.XiaoYao.RefreshEventShow, this.UpdateYunYouVleShow)
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end
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--界面打开时调用(用于子类重写)
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function this:OnOpen(data)
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--显示资源条
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.MonsterCamp })
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-- 界面显示
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this.RefreshShow(data)
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this.needShowRefresh = false -- show方法中不再需要刷新
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-- 滚动到底部
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this.ScrollToBottom()
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end
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function this:OnShow()
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-- 判断是否需要自己刷新
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if not this.needShowRefresh then
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this.needShowRefresh = true
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return
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end
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-- 刷新
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XiaoYaoManager.GetOpenMapData(function(data)
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this.RefreshShow(data)
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end)
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end
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-- 刷新界面显示
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function this.RefreshShow(data)
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local _allData = {}
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local _cruLevel = PlayerManager.level
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Log("当前玩家等级:" .. _cruLevel)
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for index, config in ConfigPairs(freeTravel) do
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local _isUnLock = config.UnlockLevel >= 0
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and _cruLevel >= config.UnlockLevel --判断章节是否开启
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and (config.MapID == firstMapId or XiaoYaoManager.IsFirstPass(config.MapID - 1))
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local showReward = ConfigManager.GetConfigData(ConfigName.RewardGroup, config.FirstReward).ShowItem
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local _progress = 0
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local isShowRed = false
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Log("当前mapid:" .. config.MapID)
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Log("index" .. index)
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if data[config.MapID] ~= nil then
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_progress = data[config.MapID].process
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if data[config.MapID].first == 1 then
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showReward = ConfigManager.GetConfigData(ConfigName.RewardGroup, config.FinalReward[1]).ShowItem
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end
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end
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local _singleData = {
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mapId = config.MapID,
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mapName = config.FreeTravelName,
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mapImage = config.MapIcon,
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ziImage = config.NameIcon,
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isUnLock = _isUnLock,
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progress = _progress,
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passReward = showReward[1],
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unlockLevel = config.UnlockLevel,
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}
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_allData[index] = _singleData
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end
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Log("所有地图数量:" .. #_allData)
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for i = 1, _MaxNum do
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this.SingleDataShow(this.btnList[i], this.infoList[i], _allData[i], i)
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end
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this.ShowCountTime()
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-- this.ScrollView:SetData(_allData, function (index, go)
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-- this.SingleDataShow(go, _allData[index])
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-- end)
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end
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--- 滑动到底部
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function this.ScrollToBottom()
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local cheight = this.content.transform.rect.height
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local vheight = this.scroll.transform.rect.height
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local dheight = cheight - vheight
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-- 判断滚动到最下面的条件
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local pos = this.content.transform.anchoredPosition3D
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--LogGreen("#data:"..LengthOfTable(XiaoYaoManager.allMapData))
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if LengthOfTable(XiaoYaoManager.allMapData) >= 7 then
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this.content.transform.anchoredPosition3D = Vector3(pos.x, 0, 0)
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else
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this.content.transform.anchoredPosition3D = Vector3(pos.x, dheight, 0)
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end
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end
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--刷新每一条的显示数据
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function this.SingleDataShow(btn, go, data, index)
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local fightIcon = Util.GetGameObject(go, "fightIcon"):GetComponent("Image")
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local reward = Util.GetGameObject(go, "fightIcon/reward")
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local name = Util.GetGameObject(fightIcon.gameObject, "name"):GetComponent("Text")
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local redPoint = Util.GetGameObject(go, "fightIcon/redPoint")
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local rewardTip = Util.GetGameObject(go, "fightIcon/rewardTip"):GetComponent("Image")
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local _rewardObj = SubUIManager.Open(SubUIConfig.ItemView, reward.transform)
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-- local progressObj=Util.GetGameObject(go,"fightIcon/progress")
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-- local progress=Util.GetGameObject(go,"fightIcon/progress/Image"):GetComponent("Image")
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-- local progressVle=Util.GetGameObject(go,"fightIcon/progress/Text"):GetComponent("Text")
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local tip = Util.GetGameObject(go, "fightIcon/tip")
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local num = Util.GetGameObject(tip.gameObject, "num"):GetComponent("Text")
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local tip2 = Util.GetGameObject(go, "fightIcon/tip/tip"):GetComponent("Text")
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local zi = Util.GetGameObject(go, "fightIcon/zi"):GetComponent("Image")
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-- local lock=Util.GetGameObject(go,"fightIcon/lock")
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-- local btn=Util.GetGameObject(go,"btn")
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Util.AddOnceClick(btn, function()
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Log(string.format("点击了%s地图", data.mapName))
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if not data.isUnLock then
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PopupTipPanel.ShowTip(Language[13022])
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else
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XiaoYaoManager.OpenXiaoYaoMap(data.mapId)
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end
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end)
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-- lock:SetActive(not data.isUnLock)
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name.text = GetLanguageStrById(data.mapName)
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--SetTextVerTial(name.gameObject, Vector3.New(99, 22, 0), "MiddleLeft")
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if data.isUnLock then
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redPoint:SetActive(XiaoYaoManager.CheckRedPoint(data.mapId))
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Util.SetGray(go, false)
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tip2.text = ""
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local prog = data.progress < 100 and data.progress or 0
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-- 在起点时进度为1%,但前端显示为0%
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if prog == 1 then
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prog = 0
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end
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if GetCurLanguage() == -1 then
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num.text = Language[13023] .. string.format("\n<color=#E8C101>%u\n%%</color>", prog)
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else
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num.text = Language[13023] .. string.format("<color=#E8C101>%u%%</color>", prog)
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end
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else
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Util.SetGray(go, true)
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if data.unlockLevel < 0 then
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num.text = Language[13024]
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tip2.text = ""
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elseif PlayerManager.level < data.unlockLevel then
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tip2.text = ""
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if GetCurLanguage() == -1 then
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num.text = Language[13025] .. "\n" .. data.unlockLevel .. "\n" .. Language[13026]
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else
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num.text = Language[13025] .. data.unlockLevel .. Language[13026]
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end
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elseif data.mapId ~= firstMapId and not XiaoYaoManager.IsFirstPass(data.mapId - 1) then
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tip2.text = ""
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num.text = Language[13027]
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else
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tip2.text = ""
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num.text = Language[13024]
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end
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end
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--SetTextVerTial(num.gameObject, Vector3.New(17.5, 6.5, 0), "MiddleLeft")
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-- fightIcon.sprite=this.spLoader:LoadSprite(data.mapImage)
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zi.sprite = this.spLoader:LoadSprite(data.ziImage)
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-- local prog=data.progress < 100 and data.progress or 0
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-- progressObj:SetActive(data.isUnLock)
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-- progress.fillAmount=prog/100
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-- progressVle.text=string.format("%u/100",prog)
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if XiaoYaoManager.IsFirstPass(data.mapId) then
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-- 不再显示数量
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data.passReward[2] = 0
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_rewardObj:OnOpen(false, data.passReward, 1)
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rewardTip.sprite = this.spLoader:LoadSprite("x_xianyuan_gailvjiaobiao_zh")
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else
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_rewardObj:OnOpen(false, data.passReward, 1)
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rewardTip.sprite = this.spLoader:LoadSprite("x_xianyuan_shoucijiaobiao_zh")
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end
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end
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function this:OnSortingOrderChange(_cursortingOrder)
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cursortingOrder = _cursortingOrder
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end
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-- 逍遥点是否显示倒计时
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function this.ShowCountTime()
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this.costIcon.sprite = this.spLoader:LoadSprite(GetResourcePath(itemConfig[UpViewRechargeType.YunYouVle].ResourceID))
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local curValue = BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)
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local maxValue = PrivilegeManager.GetPrivilegeNumber(39)
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--LogGreen("curValue:"..curValue.." maxValue:"..maxValue)
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this.costInfo.text = string.format("%d/%d", curValue, maxValue)
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-- this.bgTime:SetActive(curValue<maxValue)
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if this.timer then
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this.timer:Stop()
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end
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this.timer = nil
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this.actCountTime.text = ""
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-- 启动倒计时
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this.timer = Timer.New(function()
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local leftTime = AutoRecoverManager.GetRecoverTime(UpViewRechargeType.YunYouVle)
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local curValue = BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)
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this.UpdateYunYouVleShow()
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if curValue >= maxValue then
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-- 回复满了,在地图外面可以停止计时器
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this.actCountTime.text = ""
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else
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this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime))
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end
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end, 1, -1, true)
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this.timer:Start()
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end
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--刷新云游值显示栏信息
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function this.UpdateYunYouVleShow()
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this.costInfo.text = string.format("%d/%d", BagManager.GetItemCountById(UpViewRechargeType.YunYouVle),
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PrivilegeManager.GetPrivilegeNumber(39))
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end
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--界面关闭时调用(用于子类重写)
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function this:OnClose()
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if this.timer then
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this.timer:Stop()
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end
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this.timer = nil
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end
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--界面销毁时调用(用于子类重写)
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function this:OnDestroy()
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this.spLoader:Destroy()
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end
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return XiaoYaoYouPanel
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