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