295 lines
12 KiB
Lua
295 lines
12 KiB
Lua
require("Base/BasePanel")
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local LingMaiMiJingPanel = Inherit(BasePanel)
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local lodeConfig = ConfigManager.GetConfig(ConfigName.LodeConfig)
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local TEXTLIST = {
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[1] = "距抢夺期结束:%s",
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[2] = "距宝岛开启:%s",
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[3] = "距宝岛关闭:%s",
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}
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local veinName = {
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[3] = "l_lmmj_huangjilingmai",
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[4] = "l_lmmj_xuanjilingmai",
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[5] = "l_lmmj_dijilingmai",
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[6] = "l_lmmj_tianjilingmai",
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}
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local fakeName = {
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[3] = "黄级",
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[4] = "玄级",
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[5] = "地级",
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[6] = "天级",
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}
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local effectName = {
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[6] = "ui-tianmen-huang",
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[5] = "ui-tianmen-zi",
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[4] = "ui-tianmen-lan",
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[3] = "ui-tianmen-lv",
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}
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--初始化组件(用于子类重写)
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function LingMaiMiJingPanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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-- 屏幕适配修改
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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self.backBtn = Util.GetGameObject(self.gameObject,"backBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject,"HelpBtn")
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self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
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--top
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self.topBar = Util.GetGameObject(self.gameObject,"topBar")
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self.leftTime = Util.GetGameObject(self.topBar,"Text"):GetComponent("Text")
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--bottom
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self.bottom = Util.GetGameObject(self.gameObject,"bottomBar")
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self.time = Util.GetGameObject(self.bottom,"time")
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self.TextTip = Util.GetGameObject(self.bottom,"Text")
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self.mytime = Util.GetGameObject(self.bottom,"time/Text"):GetComponent("Text")
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self.rewardGrid = Util.GetGameObject(self.bottom,"grid")
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self.rewardPre = Util.GetGameObject(self.rewardGrid,"rewardPre")
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self.rewardList = {}
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self.jump = Util.GetGameObject(self.bottom,"Jump")
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self.jumpBtn = Util.GetGameObject(self.jump,"btnJump")
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self.battleTime = Util.GetGameObject(self.jump,"Time/Text"):GetComponent("Text")
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self.buyTime = Util.GetGameObject(self.jump,"Time2/Text"):GetComponent("Text")
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Util.GetGameObject(self.jump,"Time"):SetActive(false)
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Util.GetGameObject(self.jump,"Time2"):SetActive(false)
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self.inputField = Util.GetGameObject(self.jump, "Input/Text"):GetComponent("Text")
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--rightBtns
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self.rightBtns = Util.GetGameObject(self.gameObject,"rightBtns")
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self.sortBtn = Util.GetGameObject(self.rightBtns,"sortBtn")
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self.sortBtn:SetActive(false)
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self.rewardBtn = Util.GetGameObject(self.rightBtns,"rewardBtn")
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self.rewardBtn:SetActive(false)
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self.recordBtn = Util.GetGameObject(self.rightBtns,"recordBtn")
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self.recordRed = Util.GetGameObject(self.recordBtn,"red")
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self.storeBtn = Util.GetGameObject(self.rightBtns,"storeBtn")
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self.storeBtn:SetActive(false)
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--contentgrid
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self.contentGrid = Util.GetGameObject(self.gameObject,"ContentGrid")
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self.veinList = {}
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self.itemList = {}
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for i = 1, 5 do
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self.veinList[i] = Util.GetGameObject(self.contentGrid,"VeinPre ("..i..")")
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end
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--左右切换按钮
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self.lastBtn = Util.GetGameObject(self.gameObject,"lastBtn")
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self.nextBtn = Util.GetGameObject(self.gameObject,"nextBtn")
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end
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--绑定事件(用于子类重写)
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function LingMaiMiJingPanel:BindEvent()
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Util.AddClick(self.backBtn,function()
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LingMaiMiJingManager.curPage = 0
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self:ClosePanel()
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end)
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Util.AddOnceClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LingMaiMiJing,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddOnceClick(self.recordBtn, function()
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LingMaiMiJingManager.OpenRecord()
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end)
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Util.AddOnceClick(self.rewardBtn, function()
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RankingManager.InitData(RANK_TYPE.LINGMAIMIJING_RANK, function(msg)
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local data,myData=RankingManager.GetRankingInfo()
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UIManager.OpenPanel(UIName.GeneralRankRewardPanel,5,myData.rank)--需要活动id,和我的排名
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end)
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end)
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Util.AddOnceClick(self.sortBtn, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[33])
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end)
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Util.AddClick(self.lastBtn,function()
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LingMaiMiJingManager.curPage = LingMaiMiJingManager.curPage - 1
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self:OnShow()
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end)
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Util.AddClick(self.nextBtn,function()
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LingMaiMiJingManager.curPage = LingMaiMiJingManager.curPage + 1
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self:OnShow()
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end)
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Util.AddClick(self.jumpBtn,function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.LingMaiJump,#self.groupList/5)
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end)
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Util.AddClick(self.storeBtn,function()
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JumpManager.GoJump(40044)
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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 LingMaiMiJingPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.LingMaiMiJing.RefreshPanel, self.OnShow,self)
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Game.GlobalEvent:AddEvent(GameEvent.LingMaiMiJing.ClosePanel, self.OnClose,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 LingMaiMiJingPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.LingMaiMiJing.RefreshPanel, self.OnShow,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.LingMaiMiJing.ClosePanel, self.OnClose,self)
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end
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--跨服
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function LingMaiMiJingPanel:OnOpen()
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self.UpView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.LingMai})
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if LingMaiMiJingManager.state == 2 then
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LingMaiMiJingManager.curPage = 1
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end
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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 LingMaiMiJingPanel:OnShow()
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NetManager.GetLingMaiInfoRequest(LingMaiMiJingManager.curPage,function ()
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if LingMaiMiJingManager.state == 0 then
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self:ClosePanel()
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return
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end
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self.data = LingMaiMiJingManager.GetData()
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self:SetTime()
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self:SetMydata()
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self:SetVeins()
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self.groupList = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.LodeConfig,"Group",lodeConfig[self.data.lingmaiData[1].Id].Group)
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self.lastBtn:SetActive(LingMaiMiJingManager.curPage - 1 > 0)
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self.nextBtn:SetActive(LingMaiMiJingManager.curPage + 1 <= 100)
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self.inputField.text = string.format("第%s页",LingMaiMiJingManager.curPage)
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end)
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end
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function LingMaiMiJingPanel:SetMydata()
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if self.data.myPlaceId > 0 then
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self.time:SetActive(true)
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self.TextTip:SetActive(false)
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self.rewardGrid:SetActive(true)
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local configData = lodeConfig[self.data.myPlaceId]
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for i = 1, #self.rewardList do
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self.rewardList[i]:SetActive(false)
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end
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for j = 1, #configData.RewardList do
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local item = self.rewardList[j]
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if not item then
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item = newObjToParent(self.rewardPre,self.rewardGrid.transform)
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self.rewardList[j] = item
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end
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item:SetActive(true)
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Util.GetGameObject(item,"icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(configData.RewardList[j][1]))
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Util.GetGameObject(item,"Text"):GetComponent("Text").text = string.format( "%s/分",configData.RewardList[j][2])
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end
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else
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self.time:SetActive(false)
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self.TextTip:SetActive(true)
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self.rewardGrid:SetActive(false)
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end
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if self.data.state ~= 1 then
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self.time:SetActive(false)
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self.TextTip:SetActive(false)
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self.rewardGrid:SetActive(false)
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end
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self.buyTime.text = string.format("剩余购买次数:%s",PrivilegeManager.GetPrivilegeRemainValue(2031))
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self.battleTime.text = string.format("剩余挑战次数:%s",PrivilegeManager.GetPrivilegeRemainValue(2030))
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ForceRebuildLayout(self.bottom.transform)
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end
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function LingMaiMiJingPanel:SetVeins()
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for i = 1, 5 do
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local go = self.veinList[i]
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local data = self.data.lingmaiData[i]
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local num = Util.GetGameObject(go,"title/Num"):GetComponent("Text")
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local nameImg = Util.GetGameObject(go,"title/NameImg"):GetComponent("Image")
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local obtain = Util.GetGameObject(go,"obtain")
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local obtainImg = Util.GetGameObject(go,"obtain"):GetComponent("Image")
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local name = Util.GetGameObject(go,"obtain/name"):GetComponent("Text")
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local server = Util.GetGameObject(go,"obtain/server"):GetComponent("Text")
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local grid = Util.GetGameObject(go,"obtain/grid")
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local rewardPre = Util.GetGameObject(grid,"rewardPre")
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rewardPre:SetActive(false)
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obtain:SetActive(LingMaiMiJingManager.state == 1)
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-- local img = data.uid == PlayerManager.uid and "l_lmmj_lingmaixinxidi01" or "l_lmmj_lingmaixinxidi"
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-- obtainImg.sprite = self.spLoader:LoadSprite(img)
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nameImg.sprite = self.spLoader:LoadSprite(veinName[data.Quality])
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num.text = data.No
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server.text = data.servername == "" and fakeName[data.Quality] or data.servername
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name.text = data.name
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if not self.itemList[i] then
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self.itemList[i] = {}
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end
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for k = 1, #self.itemList[i] do
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self.itemList[i][k]:SetActive(false)
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end
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for j = 1, #data.RewardList do
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local item = self.itemList[i][j]
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if not item then
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item = newObjToParent(rewardPre,grid.transform)
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self.itemList[i][j] = item
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end
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item:SetActive(true)
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local Obj = Util.GetGameObject(item,"GameObject")
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Util.GetGameObject(Obj,"icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.RewardList[j][1]))
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Util.GetGameObject(Obj,"Text"):GetComponent("Text").text = string.format( "%s/分",data.RewardList[j][2])
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ForceRebuildLayout(Obj.transform)
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end
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Util.AddOnceClick(go,function ()
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if LingMaiMiJingManager.state == 1 then
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UIManager.OpenPanel(UIName.PlayerInfoPopup, data.uid,PLAYER_INFO_VIEW_TYPE.LINGMAIMIJING,data.servername and data.servername or nil,data)
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else
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PopupTipPanel.ShowTip("<color=red>宝岛未开启!</color>")
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end
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end)
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for i = 3, 6 do
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Util.GetGameObject(go,effectName[i]):SetActive(false)
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end
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local effect1 = Util.GetGameObject(go,effectName[data.Quality])
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Util.SetParticleSortLayer(effect1, self.sortingOrder + 1)
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effect1:SetActive(data.uid == PlayerManager.uid)
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local effect2 = Util.GetGameObject(go,"title/saoguang-lingmai")
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Util.SetParticleSortLayer(effect2, self.sortingOrder + 1)
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effect2:SetActive(data.Quality == 6)
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end
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end
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function LingMaiMiJingPanel:SetTime()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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local time = self.data.endTime - GetTimeStamp()
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local timeStayAtHere = GetTimeStamp() - self.data.startTime
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local allStayTime=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,158).Value)
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--我已占领了多久
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self.mytime.text = string.format("%s/%s分",math.floor(timeStayAtHere/60),allStayTime/60)
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--判断上方时间显示文字
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local text = TEXTLIST[self.data.state]
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if self.data.state == 2 and CalculateSecondsNowTo_N_OClock(24) <= 10800 then
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text = TEXTLIST[3]
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else
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end
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--self.leftTime.text = string.format("",TimeToHMS(time))
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self.leftTime.text = TimeToHMS(time)
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self.timer = Timer.New(function ()
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time = time - 1
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timeStayAtHere = timeStayAtHere + 1
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self.leftTime.text =TimeToHMS(time)
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self.mytime.text = string.format("%s/%s分",math.floor(timeStayAtHere/60),allStayTime/60)
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self.recordRed:SetActive(LingMaiMiJingManager.CheckRecord())
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if time <= 0 or (self.data.startTime>0 and timeStayAtHere>allStayTime) then
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self:OnShow()
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self.data.startTime=0
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end
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end, 1, -1, true)
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self.timer: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 LingMaiMiJingPanel:OnClose()
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if self.timer then
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self.timer:Stop()
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self.timer = 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 LingMaiMiJingPanel:OnDestroy()
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self.spLoader:Destroy()
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self.veinList = {}
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self.rewardList = {}
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self.itemList = {}
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end
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return LingMaiMiJingPanel |