245 lines
9.7 KiB
Lua
245 lines
9.7 KiB
Lua
require("Base/BasePanel")
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require("Base/Stack")
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QianKunBoxBuyTenPanel = Inherit(BasePanel)
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local this=QianKunBoxBuyTenPanel
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local gameSetting=ConfigManager.GetConfig(ConfigName.GameSetting)
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local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
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local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local recType = {}
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--活动抽卡类型(动态的数据)
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local drawtType={
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FindFairySingle=0,
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FindFairyTen=0,
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}
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local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
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local callList = Stack.New()
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this.contentList={}
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this.contentListParent={}
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this.isElementDrawPanel=false
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local orginLayer
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local isLimitUpHero=false
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--初始化组件(用于子类重写)
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function QianKunBoxBuyTenPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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self.bg = Util.GetGameObject(self.gameObject, "effect")
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screenAdapte(self.bg)
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this.btnBack=Util.GetGameObject(self.gameObject, "bottom/backButton")
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this.openTenAgainButton=Util.GetGameObject(self.gameObject, "bottom/openTenAgainButton")
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this.costImage=Util.GetGameObject(self.gameObject, "bottom/openTenAgainButton/Image")
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this.detailImage=Util.GetGameObject(self.gameObject, "Tip")
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this.detailText = Util.GetGameObject(this.detailImage, "Text"):GetComponent("Text")
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this.content1=Util.GetGameObject(self.gameObject,"bottom/openTenAgainButton/Content1")
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this.itemIcon1=Util.GetGameObject(this.content1,"Icon"):GetComponent("Image")
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this.detailImage1=Util.GetGameObject(this.content1,"Tip")
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this.detailText1 = Util.GetGameObject(this.detailImage1, "contentDetailText"):GetComponent("Text")
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this.content3=Util.GetGameObject(self.gameObject,"bottom/openTenAgainButton/Content3")
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this.detailImage3=Util.GetGameObject(this.content3, "Tip")
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this.itemIcon3=Util.GetGameObject(this.content3, "icon"):GetComponent("Image")
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this.itemNum3=Util.GetGameObject(this.content3, "num"):GetComponent("Text")
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this.itemInfo3=Util.GetGameObject(this.content3, "info"):GetComponent("Text")
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this.content2=Util.GetGameObject(self.gameObject,"bottom/openTenAgainButton/Content2")
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this.itemIcon2=Util.GetGameObject(this.content2,"Icon"):GetComponent("Image")
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this.itemNum2=Util.GetGameObject(this.content2,"Num"):GetComponent("Text")
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for i = 1, 10 do
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this.contentList[i]=Util.GetGameObject(self.gameObject, "content/itemAnimEffect"..i.."/image/Kuang/itemName/itemContent")
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this.contentListParent[i]=Util.GetGameObject(self.gameObject, "content/itemAnimEffect"..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 QianKunBoxBuyTenPanel:BindEvent()
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Util.AddClick(this.btnBack, function ()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.openTenAgainButton, function ()
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if isLimitUpHero then
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if this.tenFunc then
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this.tenFunc()
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end
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return
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end
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local d=RecruitManager.GetExpendData(this.recruitType)
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local tempItemId=d[1]
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local tempItemNum=d[2]
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local maxtimesId=lotterySetting[this.recruitType].MaxTimes
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local freeTimesId=lotterySetting[this.recruitType].FreeTimes
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if BagManager.GetItemCountById(tempItemId)>=tempItemNum then
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local recruitTen = function()
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self:ClosePanel()
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RecruitManager.RecruitRequest(this.recruitType, function(msg)
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PrivilegeManager.RefreshPrivilegeUsedTimes(maxtimesId,10)--记录抽卡次数
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UIManager.OpenPanel(UIName.QianKunBoxBuyTenPanel,msg.drop,this.recruitType,recType)
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CheckRedPointStatus(RedPointType.QianKunBox)
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end,freeTimesId)
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end
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local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..recType[2])
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if state==0 and tempItemId == 16 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,this.recruitType,recruitTen)
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else
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recruitTen()
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end
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else
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--UIManager.OpenPanel(UIName.QuickPurchasePanel, { type = UpViewRechargeType.DemonCrystal })--应跳到充值界面,现在是用之前的货币换取妖晶
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PopupTipPanel.ShowTip(Language[10497])
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self:ClosePanel()
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end
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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 QianKunBoxBuyTenPanel: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 QianKunBoxBuyTenPanel:RemoveListener()
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end
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function QianKunBoxBuyTenPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(self.bg, self.sortingOrder - orginLayer)
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for i = 1, 10 do
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Util.AddParticleSortLayer(this.contentListParent[i], self.sortingOrder - orginLayer)
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end
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orginLayer = self.sortingOrder
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if this.views and this.itemDataList then
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for index, view in pairs(this.views) do
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view:OnOpen(true,this.itemDataList[index],1.4,true,false,false,self.sortingOrder)
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end
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end
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end
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function QianKunBoxBuyTenPanel:GetSendStr()
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local str = ""
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if lotterySetting[this.recruitType] and lotterySetting[this.recruitType].TenTimesMustGetItem and #lotterySetting[this.recruitType].TenTimesMustGetItem > 0 then
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for k,v in ipairs(lotterySetting[this.recruitType].TenTimesMustGetItem) do
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if str == "" then
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str = str.."赠送"
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else
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str = str.."和"
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end
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str = str..v[2].."个"..ItemConfig[v[1]].Name
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end
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end
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return str
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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 QianKunBoxBuyTenPanel:OnOpen(...)
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SoundManager.PlaySound(SoundConfig.UI_Siyuanzhen)
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-- this.itemIcon1.sprite=this.spLoader:LoadSprite(GetResourcePath(ItemConfig[SecretBoxManager.MainCost[2][1][1]].ResourceID))
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local args = { ... }
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this.drop=args[1]
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this.recruitType = args[2]
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recType = args[3]
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drawtType.FindFairySingle=recType[1]
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drawtType.FindFairyTen=recType[2]
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if args[4] then
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this.tenFunc=args[4]
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end
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this.detailImage:SetActive(true)
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this.content1:SetActive(false)
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this.content2:SetActive(false)
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this.content3:SetActive(true)
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isLimitUpHero=false
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local itemId=0
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local itemNum=0
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local d
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local upConfig = this.recruitType == RecruitType.PrayerSingle or this.recruitType == RecruitType.PrayerTen
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if upConfig then
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local wish=ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
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if wish then
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if not this.UpView then
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft, panelType = PanelType.ElementDrawCard })
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end
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.TimelimitCall })
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isLimitUpHero=true
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this.itemInfo3.text="10次"
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local num=PrivilegeManager.GetPrivilegeRemainValue(wish.DiamondMaxTimes)
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d = RecruitManager.GetExpendDataByCostItem(wish.CostItemMul,2,num)
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end
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else
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isLimitUpHero = false
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d = RecruitManager.GetExpendData(this.recruitType)
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if this.UpView then
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SubUIManager.Close(this.UpView)
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this.UpView = nil
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end
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end
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itemId=d[1]
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itemNum=d[2]
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this.itemIcon3.sprite=this.spLoader:LoadSprite(artResourcesConfig[ItemConfig[itemId].ResourceID].Name)
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this.itemNum3.text= tostring(itemNum)
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local str = this:GetSendStr()
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this.detailText.text = str
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this.detailText1.text = str
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local itemDataList={}
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itemDataList=BagManager.GetTableByBackDropData(this.drop)
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this.openTenAgainButton:GetComponent("Button").enabled=false
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this.btnBack:GetComponent("Button").enabled=false
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callList:Clear()
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callList:Push(function ()
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this.openTenAgainButton:GetComponent("Button").enabled=true
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this.btnBack:GetComponent("Button").enabled=true
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end)
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this.views = {}
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this.itemDataList = itemDataList
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local dataNum = #itemDataList > 10 and 10 or #itemDataList
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for i = dataNum, 1, -1 do
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Util.ClearChild(this.contentList[i].transform)
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this.views[i] = SubUIManager.Open(SubUIConfig.ItemView,this.contentList[i].transform)
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local curItemData=itemDataList[i]
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local contentGO = this.contentListParent[i]
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this.views[i]:OnOpen(true,curItemData,1.4,true,false,false,self.sortingOrder)
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contentGO:SetActive(false)
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callList:Push(function ()
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if curItemData.configData and curItemData.configData.ItemType==4 and curItemData.configData.Quantity>=gameSetting[1].IfVersion then
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UIManager.OpenPanel(UIName.SecretBoxShowPokemonPanel,curItemData.configData.Id, function ()
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Timer.New(function ()
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contentGO:SetActive(true)
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callList:Pop()()
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end, 0.2):Start()
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end)
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else
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Timer.New(function ()
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contentGO:SetActive(true)
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callList:Pop()()
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end, 0.2):Start()
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end
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end)
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end
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callList:Pop()()
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if isLimitUpHero then
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this.detailImage:SetActive(false)
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this.detailImage3:SetActive(false)
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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 QianKunBoxBuyTenPanel: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 QianKunBoxBuyTenPanel:OnDestroy()
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this.spLoader:Destroy()
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if this.UpView then
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SubUIManager.Close(this.UpView)
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this.UpView = nil
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end
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this.views = nil
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end
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return QianKunBoxBuyTenPanel |