327 lines
12 KiB
Lua
327 lines
12 KiB
Lua
local YiJingBaoKu = quick_class("YiJingBaoKu")
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local this = YiJingBaoKu
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local _itemsList = {}
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local _itemsPosList={}
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local itemViewList = {}
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local ActData = {}
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local sortingOrder = 0
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local parent
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local finalReward = nil
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local trigger = true
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local BlessingConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew)
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function YiJingBaoKu:ctor(mainPanel, gameObject)
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self.mainPanel = mainPanel
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self.gameObject = gameObject
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YiJingBaoKu:InitComponent(gameObject)
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YiJingBaoKu:BindEvent()
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end
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function YiJingBaoKu:InitComponent(gameObject)
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-- top
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this.name = Util.GetGameObject(gameObject, "top/name/Text"):GetComponent("Text")
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this.itemFinal = Util.GetGameObject(gameObject, "top/reward/icon")
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this.addBtn = Util.GetGameObject(gameObject, "top/reward/add")
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this.refrashBtn = Util.GetGameObject(gameObject, "top/reward/refrash")
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this.tip = Util.GetGameObject(gameObject, "top/reward/tips/Text"):GetComponent("Text")
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--leftUp
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this.leftTime = Util.GetGameObject(gameObject, "leftUp/time"):GetComponent("Text")
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--rightUp
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this.helpBtn = Util.GetGameObject(gameObject, "helpBtn")
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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this.rewardPre = Util.GetGameObject(gameObject, "rightUp/rewardPre")
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--mid
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this.grid = Util.GetGameObject(gameObject, "mid/content/grid")
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for i = 1, this.grid.transform.childCount do
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_itemsList[i] = this.grid.transform:GetChild(i - 1)
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_itemsPosList[i] = _itemsList[i]:GetComponent("RectTransform").localPosition
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end
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--bottom
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this.tip2 = Util.GetGameObject(gameObject, "tip"):GetComponent("Text")
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--effect
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this.effect = Util.GetGameObject(gameObject, "UI_Effect_YJBK_Zao")
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end
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--绑定事件(用于子类重写)
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function YiJingBaoKu:BindEvent()
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Util.AddClick(this.addBtn,function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKu,ActData,function()
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YiJingBaoKu:SetFinalReward()
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YiJingBaoKu:FrontToBack()
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this.refrashBtn:SetActive(ActData.selectId ~= 0)
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end)
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end)
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Util.AddClick(this.refrashBtn,function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKu,ActData,function()
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YiJingBaoKu:SetFinalReward()
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end)
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end)
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Util.AddClick(this.helpBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.YiJingBaoKu,this.helpPosition.x,this.helpPosition.y)
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end)
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Util.AddClick(this.rewardPre,function()
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if ActData.selectId == 0 then
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PopupTipPanel.ShowTip(Language[10522])
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return
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end
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKuRewardPreview,ActData)
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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 YiJingBaoKu:AddListener()
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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 YiJingBaoKu:RemoveListener()
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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 YiJingBaoKu:OnOpen()
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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 YiJingBaoKu:OnShow(_sortingOrder,_parent)
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Util.AddParticleSortLayer(this.effect, _sortingOrder - sortingOrder)
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local image = Util.GetGameObject(this.effect, "UI_Effect_YJBK_Zao/GameObject/Image (2)"):GetComponent("Canvas")
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image.sortingOrder = _sortingOrder + 1
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sortingOrder = _sortingOrder
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parent = _parent
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YiJingBaoKu:Refresh()
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end
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function YiJingBaoKu:OnSortingOrderChange(_sortingOrder)
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Util.AddParticleSortLayer(this.effect, _sortingOrder - sortingOrder)
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local image = Util.GetGameObject(this.effect, "UI_Effect_YJBK_Zao/GameObject/Image (2)"):GetComponent("Canvas")
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image.sortingOrder = _sortingOrder + 1
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sortingOrder = _sortingOrder
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end
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--刷新
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function YiJingBaoKu:Refresh()
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ActData = DynamicActivityManager.GetBaoKuData()
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if ActData.selectId == 0 then--如果没有选择了最终奖励
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YiJingBaoKu:ResetCardToFront()--把卡片全部翻到正面
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YiJingBaoKu:InitSetAllCard()--显示所有奖励
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this.tip.text = Language[10523]
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else--选择了最终奖励
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YiJingBaoKu:ResetCardToBack()--把卡片全部翻到背面
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YiJingBaoKu:SetFinalReward()--设置最终奖励
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YiJingBaoKu:SetCardData()--把抽取过的卡翻过来
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this.tip.text = Language[10524]
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end
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YiJingBaoKu:TimeCountDown()--时间
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YiJingBaoKu:AddBackToFrontClick()--增加背面的带点击事件
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trigger = true
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this.addBtn:GetComponent("Button").enabled = ActData.selectId == 0
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this.name.text = Language[10262]..NumToSimplenessFont[ActData.curLevel]..Language[10269]
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this.tip2.text = Language[10525]
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local t1 = true
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for i = 1, #ActData.finalCardDatas do
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if ActData.selectId == ActData.finalCardDatas[i].rewardId then
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t1 = false
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end
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end
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this.refrashBtn:SetActive((ActData.selectId ~= 0) and t1)
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end
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function YiJingBaoKu:SetCardData()
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for i = 1, #ActData.finalCardDatas do
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local v = ActData.finalCardDatas[i]
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if v.rewardId ~= 0 then
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local item = _itemsList[i]
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local cFront = Util.GetGameObject(item, "front")
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local cBack = Util.GetGameObject(item, "back")
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if not itemViewList[i] then
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itemViewList[i] = SubUIManager.Open(SubUIConfig.ItemView,cFront.transform)
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end
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itemViewList[i]:OnOpen(false, v.reward, 1.1, false, false, false, sortingOrder)
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itemViewList[i].transform.localPosition = Vector2.New(-73.5,78.5)
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cFront:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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cBack:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0))
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itemViewList[i].gameObject:SetActive(true)
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end
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end
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end
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function YiJingBaoKu:SetFinalReward()
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ActData = DynamicActivityManager.GetBaoKuData()
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if not finalReward then
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finalReward = SubUIManager.Open(SubUIConfig.ItemView,this.addBtn.transform)
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end
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finalReward:OnOpen(false, BlessingConfig[ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
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finalReward.transform.localPosition = Vector2.New(-73.5,78.5)
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finalReward.gameObject:SetActive(true)
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end
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--初始化给所有坑赋值
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function YiJingBaoKu:InitSetAllCard()
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for i = 1, #_itemsList do
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if ActData.initCardDatas[i].reward then
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YiJingBaoKu:SetSingleCardData(i,_itemsList[i],ActData.initCardDatas[i].reward)
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end
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end
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end
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----单个的卡增加点击
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function YiJingBaoKu:AddBackToFrontClick()
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for index, value in ipairs(_itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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local cBack = Util.GetGameObject(value, "back")
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local btn = Util.GetGameObject(value, "back/btn")
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Util.AddOnceClick(btn,function()
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--请求奖励
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if BagManager.GetTotalItemNum(1004) <= 0 then
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PopupTipPanel.ShowTip(Language[10526])
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return
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end
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if not trigger then
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return
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end
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trigger = false
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-- LogYellow("请求的MissionId:"..ActData.finalCardDatas[index].Id)
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NetManager.GetActivityRewardRequest(ActData.finalCardDatas[index].Id,ActData.activityId,function (drop)
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local tempData = YiJingBaoKu:RebuildDrop(drop)
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YiJingBaoKu:SetSingleCardData(index,value,tempData)
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local thread=coroutine.start(function()
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this.effect.transform:SetParent(value.transform)
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this.effect:GetComponent("RectTransform").localPosition = Vector3.zero
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this.effect:SetActive(true)
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coroutine.wait(1)
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this.effect:SetActive(false)
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cBack.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
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coroutine.wait(0.3)
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cFront.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
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coroutine.wait(0.2)
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
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trigger = true
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if tempData[1] == BlessingConfig[ActData.selectId].Reward[1] then
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finalReward.gameObject:SetActive(false)
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if itemViewList[18] then
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itemViewList[18].gameObject:SetActive(false)
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else
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Util.GetGameObject(_itemsList[18],"front"):GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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end
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YiJingBaoKu:Refresh()
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end
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end)
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end)
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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 YiJingBaoKu:RebuildDrop(drop)
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local tempTable = BagManager.GetTableByBackDropData(drop)
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local reward = {tempTable[1].sId,tempTable[1].num}
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return reward
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end
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--单个翻卡赋值
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function YiJingBaoKu:SetSingleCardData(index,item,reward)
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local root = Util.GetGameObject(item,"front")
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if not itemViewList[index] then
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itemViewList[index] = SubUIManager.Open(SubUIConfig.ItemView,root.transform)
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end
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itemViewList[index]:OnOpen(false, reward, 1.1, false, false, false, sortingOrder)
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itemViewList[index].transform.localPosition = Vector2.New(-73.5,78.5)
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itemViewList[index].gameObject:SetActive(true)
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end
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--所有奖励翻面
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function YiJingBaoKu:FrontToBack()
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local thread=coroutine.start(function()
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for index, value in ipairs(_itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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cFront.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
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end
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coroutine.wait(0.3)
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for index, value in ipairs(_itemsList) do
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local cBack = Util.GetGameObject(value, "back")
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cBack.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
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end
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coroutine.wait(0.3)
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for index, value in ipairs(_itemsList) do
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value.transform:DOLocalMove(Vector3.New(0,0,0), 0.3)
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end
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coroutine.wait(0.3)
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for index, value in ipairs(_itemsList) do
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value.transform:DOLocalMove(Vector3.New(_itemsPosList[index].x,_itemsPosList[index].y,_itemsPosList[index].z), 0.3)
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end
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end)
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end
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--把所有卡置为正面
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function YiJingBaoKu:ResetCardToFront()
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for index, value in ipairs(_itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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cFront:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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end
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for index, value in ipairs(_itemsList) do
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local cBack = Util.GetGameObject(value, "back")
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cBack:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0))
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end
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end
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--把所有卡置为背面
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function YiJingBaoKu:ResetCardToBack()
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for index, value in ipairs(_itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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cFront:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0))
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end
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for index, value in ipairs(_itemsList) do
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local cBack = Util.GetGameObject(value, "back")
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cBack:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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end
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end
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--时间
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function YiJingBaoKu:TimeCountDown()
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local time = ActData.endTime - GetTimeStamp()
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this.leftTime.text = Language[10023]..TimeToFelaxible(time)
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if this.timer1 then
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this.timer1:Stop()
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this.timer1 = nil
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end
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this.timer1 = Timer.New(function()
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this.leftTime.text = Language[10023]..TimeToFelaxible(time)
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if time < 1 then
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this.timer1:Stop()
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this.timer1 = nil
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YiJingBaoKu:ClosePanel()
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end
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time = time -1
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end, 1, -1, true)
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this.timer1:Start()
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end
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function YiJingBaoKu: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 YiJingBaoKu:OnDestroy()
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_itemsList = {}
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_itemsPosList={}
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itemViewList = {}
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finalReward = nil
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end
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function YiJingBaoKu:OnHide()
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if this.timer1 then
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this.timer1:Stop()
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this.timer1 = nil
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end
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end
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return YiJingBaoKu |