miduo_client/Assets/ManagedResources/~Lua/Modules/LuckyTurnTable/GMTurnTablePanel.lua

593 lines
24 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

require("Base/BasePanel")
GMTurnTablePanel = Inherit(BasePanel)
local this = GMTurnTablePanel
---背景盘图片切换资源名
local BgName={ "x_xytb_quan_01","x_xytb_quan_03","x_xytb_quan_11","x_xytb_quan_33" }
---奖盒进度圆圈资源名
local RewardName={"x_xytb_dian","x_xytb_dian_02"}
local turnsInfo={
[1]={name="超级GM转盘",id=10701,settingId=3},
[2]={name="神级GM转盘",id=10702,settingId=4},
[3]={name="无上GM转盘",id=10703,settingId=5},
}
---转盘旋转类型
local TableTurnType={
Normal=1,--默认旋转
Expedite=2,--加快旋转
}
local curTurnPos=1 --当前位置
this.thread=nil --协程
this.refreshTimer=nil
this.upView = nil
local priId=0
local maxTimesCount = 0
local isPlayVideo = false
local leftTime=0
local curTreasureType=0
function GMTurnTablePanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = GMTurnTablePanel })
return b
end
---初始化组件(用于子类重写)
function GMTurnTablePanel:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
--LuckyTurnTableManager.GetLuckyTurnRequest()
this.luckyTurnPanel=Util.GetGameObject(self.gameObject,"Panel")
this.upView = SubUIManager.Open(SubUIConfig.UpView, this.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft })
this.mask=Util.GetGameObject(this.luckyTurnPanel,"Mask")
this.helpBtn=Util.GetGameObject(this.luckyTurnPanel,"HelpBtn")
this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
this.backBtn=Util.GetGameObject(this.luckyTurnPanel,"BackBtn")
--this.activityCountDownText = Util.GetGameObject(this.luckyTurnPanel, "CountDownTimeText"):GetComponent("Text")--活动倒计时
local top=Util.GetGameObject(this.luckyTurnPanel, "Top")
this.gmBtns={}
for i = 1, 3 do
this.gmBtns[i]={}
this.gmBtns[i].btn=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i)
this.gmBtns[i].selectImg=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/SelectBG")
this.gmBtns[i].selectImg:SetActive(false)
this.gmBtns[i].nameTxt=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/Text"):GetComponent("Text")
this.gmBtns[i].nameTxt.text=turnsInfo[i].name
this.gmBtns[i].red=Util.GetGameObject(this.luckyTurnPanel, "Top/btn"..i.."/redPoint")
end
this.bg1=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG1"):GetComponent("Image")
this.bg2=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG2"):GetComponent("Image")
---跑马灯位置(物品位置)
this.itemList={}
this.itemQuality = {}
for i = 1,8 do
this.itemList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/ItemList/Item"..i)
this.itemQuality[i]= Util.GetGameObject(this.itemList[i], "quality"):GetComponent("Image")
end
this.itemEffectIcon={}--跑马灯亮灯
this.itemViewList={}--跑马灯itemviewList
local tab={{14,0},{3,0},{12001,0},{5,0},{4,0},{21,0},{60068,0},{60071,0}}---防白片临时数据
for i = 1, 8 do
this.itemEffectIcon[i]=Util.GetGameObject(this.itemList[i], "Image")
this.itemViewList[i]=SubUIManager.Open(SubUIConfig.ItemView, this.itemList[i].transform)
this.itemViewList[i]:OnOpen(false, {tab[1][1],tab[1][2]},1)
end
--记录
this.recordTextList={}
for i = 1,6 do
this.recordTextList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TreasureRecord/RecordTextList/Text"..i):GetComponent("Text")
end
--拥有道具数量
this.propBtn=Util.GetGameObject(this.luckyTurnPanel,"Content/Prop")
this.propImage= Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropImage"):GetComponent("Image")--道具
this.propText=Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropText"):GetComponent("Text")
this.bottom=Util.GetGameObject(this.luckyTurnPanel,"Bottom")
this.treasureOnceBtn=Util.GetGameObject(this.bottom,"TreasureOnceBtn")
this.treasureOnceText=Util.GetGameObject(this.treasureOnceBtn,"Text"):GetComponent("Text")--探宝次数
this.treasureOnceIcon=Util.GetGameObject(this.treasureOnceBtn,"Icon"):GetComponent("Image")--消耗道具图标
this.treasureOnceNum=Util.GetGameObject(this.treasureOnceBtn,"Num"):GetComponent("Text")--消耗道具数量
this.treasureMultipleBtn=Util.GetGameObject(this.bottom,"TreasureMultipleBtn")
this.treasureMultipleText=Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text")
this.treasureMultipleIcon=Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image")
this.treasureMultipleNum=Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text")
this.treasureMultipleRed=Util.GetGameObject(this.treasureMultipleBtn,"red")
this.refreshBtn=Util.GetGameObject(this.bottom,"RefreshBtn")
this.freeDetail=Util.GetGameObject(this.refreshBtn,"FreeDetail")
this.detail=Util.GetGameObject(this.refreshBtn,"Detail")
this.costItemImage=Util.GetGameObject(this.detail,"CostItemImage"):GetComponent("Image")
this.costItemNumText=Util.GetGameObject(this.detail,"CostItemNumText"):GetComponent("Text")
this.freeRefreshTime=Util.GetGameObject(this.luckyTurnPanel,"FreeRefreshTime/Text"):GetComponent("Text")
this.leftTimeTxt=Util.GetGameObject(this.luckyTurnPanel,"leftTimeTxt/Text1"):GetComponent("Text")
this.infoTxt=Util.GetGameObject(this.luckyTurnPanel,"Content/Text"):GetComponent("Text")
this.progressTxt=Util.GetGameObject(this.luckyTurnPanel,"Content/progress"):GetComponent("Text")
-- 奖励预览
this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/btnPreview")
this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text")
this.itemRewardList = {}
end
---绑定事件(用于子类重写)
function GMTurnTablePanel:BindEvent()
--帮助按钮
Util.AddClick(this.helpBtn,function()
--Log("==YSP==点击帮助按钮")
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,this.helpPosition.x,this.helpPosition.y)
end)
--返回按钮
Util.AddClick(this.backBtn,function()
self:ClosePanel()
end)
for i = 1, 3 do
Util.AddClick(this.gmBtns[i].btn, function()
--Log("==YSP==点击幸运探宝按钮")
if LuckyTurnTableManager.curTreasureType==this.gmBtns[i].id then
return
end
this.ClearDefault()
this.gmBtns[i].selectImg:SetActive(true)
this.gmBtns[i].nameTxt.color=Color.New(1,0.95,0.85,1)
this.SwitchTreasureType(turnsInfo[i].id)
end)
end
--幸运值奖励预览遮罩按钮
-- Util.AddClick(this.rewardPanelMaskBtn, function()
-- this.rewardPanelMaskBtn.gameObject:SetActive(false)
-- this.rewardPanel.gameObject:SetActive(false)
-- end)
Util.AddClick(this.btnPreview, function()
UIManager.OpenPanel(UIName.RewardPreviewPopup, LuckyTurnTableManager.curTreasureType == TreasureType.Lucky and PRE_REWARD_POOL_TYPE.LUCK_FIND or PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND)
end)
end
---添加事件监听(用于子类重写)
function GMTurnTablePanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData)
end
---移除事件监听(用于子类重写)
function GMTurnTablePanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableZeroRefresh, this.OnShowPanelData)
end
---界面打开时调用(用于子类重写)
function GMTurnTablePanel:OnOpen(_TreasureType)
LuckyTurnTableManager.curTreasureType=TreasureType.Lucky
end
---界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function GMTurnTablePanel:OnShow()
self.gameObject:SetActive(true)
this.ClearDefault()
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LuckyTreasure })
this.gmBtns[1].selectImg:SetActive(true)
this.gmBtns[1].nameTxt.color=Color.New(1,0.95,0.85,1)
this.LuckyTurnOnShow(LuckyTurnTableManager.curTreasureType)
--显示免费刷新状态
this.RefreshBtnCountDown()
end
function this.OnShowPanelData()
this.LuckyTurnOnShow(curTreasureType)
end
local sortingOrder = 0
---重设层级
function GMTurnTablePanel:OnSortingOrderChange(sort)
sortingOrder =sort
for i, v in pairs(this.itemViewList) do
v:SetEffectLayer(sortingOrder)
end
end
---界面关闭时调用(用于子类重写)
function GMTurnTablePanel:OnClose()
--Log("==YSP== 关闭幸运转盘")
curTreasureType=TreasureType.Lucky
LuckyTurnTableManager.curTreasureType=TreasureType.Lucky
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
-- this.rewardPanel.gameObject:SetActive(false)
if this.thread then
coroutine.stop(this.thread)
this.thread=nil
end
if this.turnEffect then
this.turnEffect:Stop()
this.turnEffect=nil
end
if this.refreshTimer then
this.refreshTimer:Stop()
this.refreshTimer=nil
end
if this.timer then
this.timer:Stop()
this.timer = nil
end
if LuckyTurnTableManager._CountDownTimer then
LuckyTurnTableManager._CountDownTimer:Stop()
LuckyTurnTableManager._CountDownTimer=nil
end
self.gameObject:SetActive(false)
LuckyTurnTableManager.ClearSaveData()
end
---界面销毁时调用(用于子类重写)
function GMTurnTablePanel:OnDestroy()
this.spLoader:Destroy()
this.itemViewList=nil
this.itemRewardList = {}
-- this.rewardItemView=nil
SubUIManager.Close(this.upView)
end
---打开面板
function this.LuckyTurnOnShow(treasureType)
if not this.turnEffect then
this.turnEffect=Timer.New(nil,1,-1,true)
end
if not this.refreshTimer then
this.refreshTimer=Timer.New(nil,1,-1,true)
end
--初始化幸运探宝
this.SwitchTreasureType(treasureType)
this.SetTableTurnEffect(TableTurnType.Normal)
end
---切换探宝类型
function this.SwitchTreasureType(treasureType)
LogError("treasureType=="..treasureType)
curTreasureType=treasureType
local miss=ActivityGiftManager.GetActivityInfo(treasureType,treasureType)
priId=ConfigManager.GetConfigData(ConfigName.GlobalActivity,treasureType).Privilege
LogError("pridi--"..priId)
LuckyTurnTableManager.curTreasureType=treasureType
this.bg1.sprite=this.spLoader:LoadSprite(BgName[1])
this.bg2.sprite=this.spLoader:LoadSprite(BgName[2])
this.RrFreshInfo()
local rewardConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.DialRewardConfig,"ActivityId",treasureType,"Rank",1)
local aaa="保底"..rewardConfig.MaxGoalCount.."次中超级大奖"
this.infoTxt.text= aaa
this.progressTxt.text=miss.progress.."/"..rewardConfig.MaxGoalCount
--请求跑马灯物品数据
NetManager.GetLuckyWheelRequest(treasureType,function(msg)
LuckyTurnTableManager.luckyData=msg.dialInfo[1].rewardInfo
this.SetItemViewShow(msg.dialInfo[1].rewardInfo,function()
this.SetItemViewGray(msg.dialInfo[1].rewardInfo)
end)
end)
--立即刷新一次转盘记录
if (LuckyTurnTableManager.isCanGetWorldMessage) then
LuckyTurnTableManager.TimeUpdate()
end
--启动定时刷新转盘记录
LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate()
--设置需要材料显示
this.SetPropShow(60,treasureType)
--探宝按钮显示
this.SetTreasureBtnShow(treasureType)
--探宝泉预览
Util.AddOnceClick(this.propBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60)
end)
--探宝1次按钮
Util.AddOnceClick(this.treasureOnceBtn, function()
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
LogError("lefttime=="..leftTime.." onedata[1]=="..oneData[1].." max=="..maxTimesCount)
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0
and leftTime >= oneData[1] then
LuckyTurnTableManager.GetLuckyTurnRankRequest(treasureType,false,priId,function()
PrivilegeManager.SetPrivilegeUsedTimesById(priId,oneData[1])
this.SetTableTurnEffect(TableTurnType.Expedite,treasureType,1)
local miss=ActivityGiftManager.GetActivityInfo(treasureType,treasureType)
this.progressTxt.text=miss.progress.."/"..rewardConfig.MaxGoalCount
this.RrFreshInfo()
isPlayVideo = true
this.SetTreasureBtnShow(treasureType)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if leftTime < oneData[1] then
PopupTipPanel.ShowTip(Language[11158])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
end
end
end)
--探宝10次按钮
Util.AddOnceClick(this.treasureMultipleBtn, function()
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
and leftTime >= moreData[1] then
LuckyTurnTableManager.GetLuckyTurnRankRequest(treasureType,true,priId,function()
this.SetTableTurnEffect(TableTurnType.Expedite,treasureType,1)
PrivilegeManager.SetPrivilegeUsedTimesById(priId,moreData[1])
local miss=ActivityGiftManager.GetActivityInfo(treasureType,treasureType)
this.progressTxt.text=miss.progress.."/"..rewardConfig.MaxGoalCount
LogError("moredata[1]==="..moreData[1])
this.RrFreshInfo()
isPlayVideo = true
this.SetTreasureBtnShow(treasureType)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if leftTime < moreData[1] then
PopupTipPanel.ShowTip(Language[11158])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
end
end
end)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.mask.transform:SetAsLastSibling();
this.ShowRecordMessage(LuckyTurnTableManager.curTreasureType)
end
---重置默认
function this.ClearDefault()
for i = 1, 3 do
this.gmBtns[i].selectImg:SetActive(false)
this.gmBtns[i].nameTxt.color=Color.New(0.71,0.64,0.51,1)
end
end
---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
function this.SetTableTurnEffect(turnType,treasureType,pos)
if turnType==TableTurnType.Normal then --默认旋转
this.TurnEffectReset(0.5)
this.turnEffect:Start()
elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
this.DelayMaskWithBool(true)
LuckyTurnTableManager.isCanGetWorldMessage=false
this.TurnEffectReset(0.05)
this.turnEffect:Start()
this.thread=coroutine.start(function()
--coroutine.wait(1)--2
--this.TurnEffectReset(0.2)
--coroutine.wait(0.4)--0.8
this.TurnEffectReset(0,true,pos,function()--当效果播放完毕后 从管理器取得数据
local timer=Timer.New(function()
this.DelayMaskWithBool(false)
--if treasureType==TreasureType.Lucky then
isPlayVideo = false
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage=true
end)--打开奖励弹窗
this.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
end,0.5,1,true)
timer:Start()
end)
end)
end
end
---转盘滚动特效重设 1移动速度值越小越快 2是否停止 3停止位置
function this.TurnEffectReset(turnSpeed,isStop,pos,func)
this.turnEffect:Reset(function()
if curTurnPos==1 then
this.itemEffectIcon[8]:SetActive(false)
else
this.itemEffectIcon[curTurnPos-1]:SetActive(false)
end
if curTurnPos>=9 then
curTurnPos=1
end
--if isStop then
-- if pos==curTurnPos then--如果停到对应位置
this.turnEffect:Stop()--暂停跑马灯
if func then--回调
func()
end
--end
--end
if isPlayVideo then
SoundManager.PlaySound(SoundConfig.UI_Xingyunzhuanpan)
end
this.itemEffectIcon[curTurnPos]:SetActive(true)
curTurnPos=curTurnPos+1
end,turnSpeed,-1,true)
end
local quaImage = {
[0] = "x_xytb_jiaobiao_zh",
[1] = "x_xytb_jiaobiao_zh",
}
---设置跑马灯物品显示 func确保先生成itemview 再置灰
function this.SetItemViewShow(data,func)
if data==nil then
return
end
for i = 1, #this.itemViewList do
if data[i] then
local tab={LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]}
this.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
local qua= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Rare
this.itemQuality[i].sprite = this.spLoader:LoadSprite(quaImage[qua])
this.itemQuality[i]:SetNativeSize()
if qua > 0 then
this.itemQuality[i].gameObject:SetActive(true)
this.itemQuality[i].transform:SetAsLastSibling()
else
this.itemQuality[i].gameObject:SetActive(false)
end
end
end
if func then
func()
end
end
---设置跑马灯物品置灰
function this.SetItemViewGray(data)
local isNoGray=true
for i = 1, #data do
--LogError("data[i].luckId=="..data[i].luckId)
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum~=0 then
--LogError("data[i].luckTimes=="..data[i].luckTimes)
local isGray = data[i].luckTimes >= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum
Util.SetGray(this.itemViewList[i].gameObject, isGray)
this.itemViewList[i]:SetEffectShow(not isGray)
end
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum==0 then
Util.SetGray(this.itemViewList[i].gameObject,false)
this.itemViewList[i]:SetEffectShow(true)
end
end
end
---跑马灯记录
function this.ShowRecordMessage(type)
if LuckyTurnTableManager.isCanGetWorldMessage then
local messageList = {}
messageList = LuckyTurnTableManager.GetShowDataByType(type)
for i = 1, 6 do
if messageList[i] then
local messageSingleList = string.split(messageList[i],"|")
this.recordTextList[i].text = string.format(GetLanguageStrById(messageSingleList[1]),string.sub(messageSingleList[2], 2),string.sub(messageSingleList[3], 2),GetLanguageStrById(string.sub(messageSingleList[4], 2)))
end
end
end
end
---设置道具拥有显示 1道具id 2探宝类型
function this.SetPropShow(itemId,treasureType)
this.propImage.sprite=SetIcon(this.spLoader, itemId)
this.propText.text=LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
end
---探宝按钮显示
function this.SetTreasureBtnShow(treasureType)
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
this.treasureOnceText.text=Language[11163]..oneData[1]..Language[10048]
this.treasureOnceNum.text=PrintWanNum2(oneData[2])
this.treasureOnceIcon.sprite=icon
this.treasureMultipleText.text=Language[11163]..moreData[1]..Language[10048]
this.treasureMultipleNum.text=PrintWanNum2(moreData[2])
this.treasureMultipleIcon.sprite=icon
this.treasureMultipleRed.gameObject:SetActive(false)
end
--------------------------------免费刷新--------------------------------
---打开、切换活动界面,刷新倒计时
function this.RefreshBtnCountDown()
if this.refreshTimer then
this.refreshTimer:Stop()
end
local time=CalculateSecondsNowTo_N_OClock(24) --BagManager.GetNextRefreshTime(62)-GetTimeStamp()
this.freeRefreshTime.text=TimeToHMS(time)--立即刷新一次
this.refreshTimer:Reset(function()
this.freeRefreshTime.text="转盘还有"..TimeToHMS(time).."刷新"
if time<0 then
time=0
this.refreshTimer:Stop()
this.freeRefreshTime.text=" "
this.SetRefreshBtnShowState(true)
NetManager.GetRefreshCountDownRequest({62})
end
time=time-1
end,1,-1,true)
this.refreshTimer:Start()
end
---控制刷新按钮的显示状态 1是否免费
function this.SetRefreshBtnShowState(isFree)
if isFree then
--Log("免费刷新")
this.freeDetail:SetActive(true)
this.detail:SetActive(false)
else
--Log("不免费刷新")
this.freeDetail:SetActive(false)
this.detail:SetActive(true)
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
this.costItemImage.sprite=SetIcon(this.spLoader, LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[1][1])
this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]..Language[11164]
end
if LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
this.costItemImage.sprite=SetIcon(this.spLoader, LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[1][1])
this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]..Language[11164]
end
end
end
---播放刷新动画
function this.PlayItemListAnim()
this.DelayMaskWithTime(1.5)
for i = 1, 8 do
this.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true)
end
end
-----------------------------------------------------------------------
---本地检查红点 幸运高级按钮
function this.CheckRedPoint()
end
---刷新幸运值
function this.RefreshLuckyValue()
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
LuckyTurnTableManager.SetLuckyValue()
local data=LuckyTurnTableManager.GetLuckyValue()
end
end
---刷新信息
function this.RrFreshInfo()
this.RefreshLuckyValue()
this.CheckRedPoint()
local usedTime=PrivilegeManager.GetPrivilegeUsedTimesById(priId)
LogError("usedtime=="..usedTime)
maxTimesCount=ActivityGiftManager.GetTurnTableMaxTime()
leftTime=maxTimesCount - usedTime
this.leftTimeTxt.text=leftTime..""
--this.SetRewardBox()
-- this.RewardBgProgress()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
end
---延时遮罩 1按时间
function this.DelayMaskWithTime(delayTime)
this.mask.gameObject:SetActive(true)
local closeMask=Timer.New(function()
this.mask.gameObject:SetActive(false)
end,delayTime,1,true)
closeMask:Start()
end
---延时遮罩 1按bool
function this.DelayMaskWithBool(b)
if b then
this.mask.gameObject:SetActive(true)
else
this.mask.gameObject:SetActive(false)
end
end
return GMTurnTablePanel