144 lines
5.5 KiB
Lua
144 lines
5.5 KiB
Lua
require("Base/BasePanel")
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FightLevelSingleChapterPanel = Inherit(BasePanel)
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local this = FightLevelSingleChapterPanel
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local sortingOrder = 0
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local boxList = {}
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local levelList = {}
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--初始化组件(用于子类重写)
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function FightLevelSingleChapterPanel:InitComponent()
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self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.chapterNameText = Util.GetGameObject(self.gameObject, "rightUp/chapterNameText"):GetComponent("Text")
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this.chapterNameImage = Util.GetGameObject(self.gameObject, "rightUp/starInfoBg/Image/Image"):GetComponent("Image")
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this.totalPro = Util.GetGameObject(self.gameObject, "rewardBg/totalProImage/totalPro"):GetComponent("Text")
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this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
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this.rect = Util.GetGameObject(self.gameObject, "middle/prb")
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levelList = {}
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for i = 1, 3 do
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boxList[i] = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList/BoxBtn"..i)
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end
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end
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--绑定事件(用于子类重写)
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function FightLevelSingleChapterPanel:BindEvent()
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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end
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function FightLevelSingleChapterPanel:OnSortingOrderChange()
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--特效层级重设
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for i=1,#boxList do
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Util.AddParticleSortLayer(boxList[i], sortingOrder)
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end
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sortingOrder = self.sortingOrder
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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 FightLevelSingleChapterPanel:OnOpen()
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-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function FightLevelSingleChapterPanel:OnShow()
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this.OnShowPanel()
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end
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function this.OnShowPanel()
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this.SetSingleLevel(levelDatas)
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this.SetlevelBox(_missionDatas)
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end
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function this.SingleChapterDataShow(go, data)
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Util.GetGameObject(go, "chapterName"):GetComponent("Text").text = "10/20"
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end
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function this.SetSingleLevel(levelDatas)
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for i = 1, math.max(#levelDatas, #levelList) do
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local go = levelList[i]
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if not go then
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go = newObject(this.prb)
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go.transform:SetParent(this.rect.transform)
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go.name = "level"..i
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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levelList[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i, v in pairs(levelDatas) do
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levelList[i]:SetActive(true)
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local levelData = dailyTasksConfig[v.missionId]
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local prb1 = Util.GetGameObject(levelList[i], "prb1")
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local prb2 = Util.GetGameObject(levelList[i], "prb2")
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prb1:SetActive(false)
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prb2:SetActive(false)
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if levelData.type == 1 then --主关卡
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prb1:SetActive(true)
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Util.GetGameObject(prb1, "nameBg/levelName"):GetComponent("Text").text = "1-5"
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Util.AddOnceClick(levelList[i], function()
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end)
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elseif levelData.type == 2 then--副关卡
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prb2:SetActive(true)
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Util.AddOnceClick(levelList[i], function()
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end)
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end
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end
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end
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function this.SetlevelBox(_missionDatas)
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for i = 1, math.max(#_missionDatas, #boxList) do
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local go = boxList[i]
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if not go then
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go = newObject(boxList[3])
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go.transform:SetParent(Util.GetGameObject(myGo, "rewardBg/btnList").transform)
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go.name = "BoxBtn"..i
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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boxList[i] = go
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end
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go.gameObject:SetActive(false)
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end
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local curGetRewardNum=0
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for i, v in ipairs(curDailyMissionBoxData) do
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--LogGreen("v.missionId "..v.missionId.." "..v.progress)
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if v.progress > curGetRewardNum then
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curGetRewardNum = v.progress
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end
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end
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--LogGreen("#_missionDatas:"..#_missionDatas)
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this.progressBottom.fillAmount=curGetRewardNum/dailyTasksConfig[_missionDatas[#_missionDatas].missionId].Values[2][1]
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this.totalPro.text= Language[11320]..curGetRewardNum--.."/"..LengthOfTable(curDailyMissionData)
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for i, v in pairs(_missionDatas) do
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boxList[i]:SetActive(true)
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local missionConfigData = dailyTasksConfig[v.missionId]
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Util.GetGameObject(boxList[i], "num"):GetComponent("Text").text = missionConfigData.Values[2][1]
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boxList[i]:GetComponent("Image").enabled = (not (v.state==SingleDailyMissionState.Finish or v.state==SingleDailyMissionState.GetFinish))
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Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi"):SetActive(v.state==SingleDailyMissionState.GetFinish)
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Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(false)
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Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = false
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Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi/KaiQi"):SetActive(v.state==SingleDailyMissionState.GetFinish)
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Util.GetGameObject(boxList[i], "getFinish"):SetActive(false)
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Util.GetGameObject(boxList[i], "redPoint"):SetActive(false)
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Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KeKaiQi"):SetActive(v.state==SingleDailyMissionState.Finish)
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Util.AddOnceClick(boxList[i], function()
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this.MissionBoxClick(boxList[i],v)
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end)
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end
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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 FightLevelSingleChapterPanel:OnClose()
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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 FightLevelSingleChapterPanel:OnDestroy()
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end
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return FightLevelSingleChapterPanel |