638 lines
27 KiB
Lua
638 lines
27 KiB
Lua
require("Base/BasePanel")
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RewardItemPopup = Inherit(BasePanel)
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local this = RewardItemPopup
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local userLevelData = ConfigManager.GetConfig(ConfigName.PlayerLevelConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local HardStageCondition = ConfigManager.GetConfig(ConfigName.HardStageCondition)
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local itemListPrefab = {}
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-- local itemListPrefabMax
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local func
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local bagType=0 --1 正常背包 2 临时背包 3 公会车迟显示
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--需要显示的小组件类型
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-- 1 -- > 界面显示升级
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-- 2 -- > 显示地图自由探索按钮
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local compShowType = 0
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local sortingOrder = 0
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local callList = Stack.New()
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local isPopGetSSR = false
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local isOpenGeiSSRAvtivity = 0--五星成长礼拍脸
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local isOpenGeiSSRAvtivityTime
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local isPlayerAniEnd = true
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local itemDataList
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local showHero = 1
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local isBackBattle = false
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local conditionGo = {}
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local starListEffect = {}
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--初始化组件(用于子类重写)
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--此界面无奈做了两套显示逻辑一个是掉落小于等于25时背景根据元素数量做拉伸状态 另一个是元素大于25做界面做可滑动
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function RewardItemPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.dropPrefab = Util.GetGameObject(self.gameObject, "frame")
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--第一种显示
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this.ScrollView = Util.GetGameObject(self.gameObject, "ScrollView")
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this.dropGrid= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid")
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this.dropGridArena= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid2")
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this.dropGrid2= Util.GetGameObject(self.gameObject, "ScrollView/Content/grid2/scorll/grid")
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--关卡等级经验
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this.lvAndExpGo=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo")
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this.lv=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/lv"):GetComponent("Text")
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this.exp=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/exp"):GetComponent("Slider")
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this.expText=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/exp/Text"):GetComponent("Text")
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this.lvUpImage=Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/lvAndExpGo/lvUpImage")
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-- 战斗结果按钮
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this.btnResult = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/Btns/btnResult")
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this.btnBattleBack = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/Btns/btnBattleBack")
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-- 战斗回放按钮
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--车迟斗法 显示
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this.guildCarDelay = Util.GetGameObject(self.gameObject, "ScrollView/Content/Show/guildCarDelay")
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this.guildCarDelaysoreNum = Util.GetGameObject(this.guildCarDelay.gameObject, "soreNum"):GetComponent("Text")
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this.guildCarDelayhurtNum = Util.GetGameObject(this.guildCarDelay.gameObject, "hurtNum"):GetComponent("Text")
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--公会十绝阵显示
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this.guildDeathPos=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/guildDeathPos")
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this.guildDeathPos_CurScore=Util.GetGameObject(this.guildDeathPos,"curScore/num"):GetComponent("Text")
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this.guildDeathPos_State=Util.GetGameObject(this.guildDeathPos,"curScore/state"):GetComponent("Image")
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this.guildDeathPos_MaxScore=Util.GetGameObject(this.guildDeathPos,"maxScore/num"):GetComponent("Text")
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--大闹天功显示
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this.expeditionGo=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/expeditionGo")
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--公会副本
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this.guildTranscript=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/guildTranscript")
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this.guildTranscript_CurScore=Util.GetGameObject(this.guildTranscript,"curScore/num"):GetComponent("Text")
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this.shenying = Util.GetGameObject(self.gameObject, "shenying")
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this.shenying.gameObject:SetActive(false)
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this.shenyingTxt = Util.GetGameObject(this.shenying , "Content/bg/Text"):GetComponent("Text")
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--踏碎凌霄
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this.tasuilingxiao=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/tasuilingxiao")
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this.tasuilingxiao_CurScore=Util.GetGameObject(this.tasuilingxiao,"curScore/num"):GetComponent("Text")
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this.tasuilingxiao_State=Util.GetGameObject(this.tasuilingxiao,"curScore/state"):GetComponent("Image")
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this.tasuilingxiao_MaxScore=Util.GetGameObject(this.tasuilingxiao,"maxScore/num"):GetComponent("Text")
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this.noRewardText = Util.GetGameObject(this.tasuilingxiao,"Text")
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--山河社稷图主
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this.GXHD=Util.GetGameObject(self.gameObject,"ScrollView/Content/bg/Image")
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this.FightLevel2=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/FightLevel")
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this.FightLevel3=Util.GetGameObject(self.gameObject,"FightLevel3")
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--山河社稷图副关卡
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this.FightLevelAssistant=Util.GetGameObject(self.gameObject,"ScrollView/Content/Show/FightLevelAssistant")
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starListEffect = {}
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this.Root=Util.GetGameObject(self.gameObject,"FightLevel3/Root")
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for i = 1, 3 do
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conditionGo[i] = Util.GetGameObject(this.FightLevel3, "Root/item (" .. i ..")")
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starListEffect[i] = Util.GetGameObject(this.FightLevel3, "isFirst/Fx_star_looping (" .. i ..")")
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end
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this.isFirstEffect = Util.GetGameObject(this.FightLevel3,"isFirst")
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--七界试炼挑战条件信息
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this.qiJieCondition = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/qiJieInfo")
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--挑战副本结算评分信息
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this.challengeInfo = Util.GetGameObject(self.gameObject, "ScrollView/Content/bottom/grid/challengeInfo")
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end
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--绑定事件(用于子类重写)
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function RewardItemPopup:BindEvent()
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Util.AddClick(this.btnBack, function()
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if isPlayerAniEnd then
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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if PlayerManager.IsGetFiveStarHero then--and OperatingManager.IsShowFiveStarPatch then
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.GrowGift, 5)
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PlayerManager.IsGetFiveStarHero = false
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end
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end
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end)
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Util.AddClick(this.btnResult, function ()
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UIManager.OpenPanel(UIName.DamageResultPanel, 1)
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end)
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Util.AddClick(this.btnBattleBack, function ()
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isBackBattle = true
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BattleManager.BattleBackFun()
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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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--bagType 1 正常背包 2 地图临时背包
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--drop 后端掉落原始数据
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--func 回调
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function RewardItemPopup:OnOpen(...)
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if #itemListPrefab > 0 then
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for i = 1, #itemListPrefab do
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destroy(itemListPrefab[i].gameObject)
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end
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end
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itemListPrefab = {}
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itemDataList = {}
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isBackBattle = false
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isPlayerAniEnd = true
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BagManager.isBagPanel=false
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isOpenGeiSSRAvtivity = 0
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local args = {...}
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local drop = args[1]
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bagType=args[2]
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func = args[3]
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if args[4] then
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compShowType = args[4] or 0
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end
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if args[7] then
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showHero = false
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else
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showHero = true
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end
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this.shenying.gameObject:SetActive(false)
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--如果没有compShowType和Drop--背包已满
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if not args[4] and (not drop or (#drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1)) then
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LogGreen("掉落为空"..#drop.itemlist)
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self:ClosePanel()
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return
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end
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local haveRecord = BattleRecordManager.isHaveRecord()
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this.btnResult:SetActive(haveRecord and args[5])
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this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide() and not MapManager.Mapping and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.TASUILINGXIAO)
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this.expeditionGo:SetActive(compShowType == 5)
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this.guildDeathPos:SetActive(compShowType == 4)--十绝阵
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this.guildTranscript:SetActive(compShowType == 6)
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this.guildCarDelay:SetActive(compShowType == 3)
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this.expeditionGo:SetActive(compShowType == 5)
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this.shenying:SetActive(compShowType == CompShowType.fourElement)
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this.tasuilingxiao:SetActive(compShowType == 7)--踏碎凌霄
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this.FightLevel3:SetActive(compShowType == 8)--山河社稷图
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this.FightLevel2:SetActive(compShowType == 8 and (not drop or (#drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1)))--山河社稷图
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this.FightLevelAssistant:SetActive(compShowType == 9)--山河社稷图
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this.qiJieCondition:SetActive(compShowType == 10)--七界试炼
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this.challengeInfo:SetActive(compShowType == 12)--挑战副本
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this.dropGrid:SetActive(false)
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this.dropGridArena:SetActive(false)
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this.lvAndExpGo:SetActive(compShowType == 1)
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-- 设置背景遮罩的显隐
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local isHideBG = args[6]
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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if compShowType == 3 then
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this.GuildCarDelayShow()
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this.guildCarDelay:SetActive(compShowType == 3)
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elseif compShowType == 4 then
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this.GuildDeathPosShow()
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elseif compShowType == 6 then
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this.GuildTranscriptShow()
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elseif compShowType == 7 then--踏碎凌霄
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this.TaSuiLingXiaoShow()
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elseif compShowType == 8 then--山河社稷图
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this.FightLevelShow()
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elseif compShowType == 10 then--七界试炼
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this.QiJieShow()
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elseif compShowType==12 then --挑战副本
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this.ChallengeCopyShow()
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elseif compShowType == CompShowType.fourElement then
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this.ShengYingShow(args[8])
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end
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--如果没有掉落就return
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if not drop or (#drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1) then
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return
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end
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local starItemDataList=BagManager.GetItemListFromTempBag(drop)
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-- LogError("获取宝物的数量:".. LengthOfTable(starItemDataList))
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--做装备叠加特殊组拼数据
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local equips = {}
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for i = 1, #starItemDataList do
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this.SetItemData2(starItemDataList[i])
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if starItemDataList[i].itemType == 2 then--装备叠加
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if equips[starItemDataList[i].sId] then
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equips[starItemDataList[i].sId].num = equips[starItemDataList[i].sId].num + 1
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else
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equips[starItemDataList[i].sId] = starItemDataList[i]
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equips[starItemDataList[i].sId].num = 1
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end
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end
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end
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CheckRedPointStatus(RedPointType.Huaxutan_CompoundHero)
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itemDataList = {}
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for i, v in pairs(equips) do
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table.insert(itemDataList, v)
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end
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for i, v in pairs(starItemDataList) do
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if starItemDataList[i].itemType ~= 2 then
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table.insert(itemDataList, v)
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end
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end
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this.InitGrid()
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if #itemDataList < 1 then
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self:ClosePanel()
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self:SelectCanPopUpBagMaxMessage()
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else
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self:SetItemShow(drop)
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end
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this.SetComPShowState(compShowType)--一些特殊显隐
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SoundManager.PlaySound(SoundConfig.Sound_Reward)
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this.ShowLvAndExp()
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self:SelectCanPopUpBagMaxMessage()
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end
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function this.InitGrid()
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this.dropGrid:SetActive(#itemDataList <= 25 )
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this.dropGridArena:SetActive(#itemDataList > 25 )
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for i = 1, #itemListPrefab do
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itemListPrefab[i].gameObject:SetActive(false)
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end
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if #itemDataList <= 25 then
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for i = 1, #itemDataList do --初始缓存<= 20
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if not itemListPrefab[i] then
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid.transform)
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view.gameObject.name = "frame"..i
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itemListPrefab[i] = view
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end
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end
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else
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for i = 1, #itemDataList do --初始缓存> 20
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if not itemListPrefab[i] then
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local view = SubUIManager.Open(SubUIConfig.ItemView, this.dropGrid2.transform)
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view.gameObject.name = "frame"..i
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itemListPrefab[i] = view
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end
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end
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end
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end
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--一些元素的显隐
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function this.SetComPShowState(type)
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this.btnBack:GetComponent("Button").enabled = type ~= 2
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this.ScrollView:SetActive(#itemDataList >= 1 )
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this.lvAndExpGo:SetActive(type == 1)
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this.guildCarDelay:SetActive(type == 3)
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this.guildDeathPos:SetActive(type == 4)
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this.guildTranscript:SetActive(type == 6)
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this.tasuilingxiao:SetActive(type == 7)
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if type == 7 then
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this.noRewardText:SetActive(#itemDataList < 1)
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end
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end
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function this.ShengYingShow(propertyId)
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this.ScrollView.gameObject:SetActive(false)
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this.dropPrefab.gameObject:SetActive(false)
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this.shenying.gameObject:SetActive(true)
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LogGreen("propertyId:"..propertyId)
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this.shenyingTxt.text = ConfigManager.GetConfigData(ConfigName.PropertyConfig,propertyId).Info
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end
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function this.GuildCarDelayShow()
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if GuildCarDelayManager.score and GuildCarDelayManager.hurt then
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this.guildCarDelaysoreNum.text = PrintWanNum3(GuildCarDelayManager.score)
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this.guildCarDelayhurtNum.text = PrintWanNum3(GuildCarDelayManager.hurt)
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end
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end
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--十绝阵 挑战奖励掉落弹窗表现
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function this.GuildDeathPosShow()
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if DeathPosManager.damage and DeathPosManager.historyMax then
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this.guildDeathPos_CurScore.text =DeathPosManager.damage
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this.guildDeathPos_MaxScore.text = DeathPosManager.historyMax
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local b=DeathPosManager.damage>DeathPosManager.historyMax or DeathPosManager.damage<DeathPosManager.historyMax
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this.guildDeathPos_State.gameObject:SetActive(b)
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if DeathPosManager.damage>DeathPosManager.historyMax then
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this.guildDeathPos_State.sprite=this.spLoader:LoadSprite("r_hero_zhanlishangsheng_png")
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elseif DeathPosManager.damage<DeathPosManager.historyMax then
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this.guildDeathPos_State.sprite=this.spLoader:LoadSprite("r_hero_zhanlixiajiang_png")
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end
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end
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end
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--踏碎凌霄 挑战奖励掉落弹窗表现
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function this.TaSuiLingXiaoShow()
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if CommonActPageManager.TaSuiLingXiaoMsg then
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local curDmg = CommonActPageManager.TaSuiLingXiaoMsg.damageVal
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local maxDmg = CommonActPageManager.TaSuiLingXiaoHistoryDmg
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this.tasuilingxiao_CurScore.text = curDmg
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this.tasuilingxiao_MaxScore.text = maxDmg
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this.noRewardText:SetActive(true)
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local b = curDmg > maxDmg or curDmg < maxDmg
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this.tasuilingxiao_State.gameObject:SetActive(b)
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if curDmg > maxDmg then
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this.tasuilingxiao_State.sprite=this.spLoader:LoadSprite("r_hero_zhanlishangsheng_png")
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elseif curDmg < maxDmg then
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this.tasuilingxiao_State.sprite=this.spLoader:LoadSprite("r_hero_zhanlixiajiang_png")
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end
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end
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end
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--山河社稷图
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function this.FightLevelShow()
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local HardStageFightResponseMsg = FightLevelManager.GetHardStageFightResponseMsg()
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local oldBattlefightLevelData = FightLevelManager.GetcurBattlefightLevelData()
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local curBattlefightLevelData = FightLevelManager.GetChapterLevelData(oldBattlefightLevelData.config.Chapter,oldBattlefightLevelData.nodeId)
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local condition = curBattlefightLevelData.config.ConditionValue or {}
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this.isFirstEffect:SetActive(HardStageFightResponseMsg.currentIsHonour)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
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end
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end
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for i = 1, math.max(#condition, #conditionGo) do
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local go = conditionGo[i]
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if not go then
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go = newObject(this.conditionGo[1])
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go.transform:SetParent(this.Root.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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conditionGo[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(condition) do
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conditionGo[i]:SetActive(true)
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local noStarImage = Util.GetGameObject(conditionGo[i], "noStarImage")
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local getStarImage = Util.GetGameObject(conditionGo[i], "getStarImage")
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local isShowStar = FightLevelManager.GetCurLevelStarState(curBattlefightLevelData.state,i)
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noStarImage:SetActive(not isShowStar)
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getStarImage:SetActive(isShowStar)
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Util.GetGameObject(conditionGo[i], "Text"):GetComponent("Text").text = i
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if isShowStar then
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Util.GetGameObject(conditionGo[i], "infolText"):GetComponent("Text").text = string.format("<color=#00FF06>%s</color>",HardStageCondition[v].Describe)
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else
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Util.GetGameObject(conditionGo[i], "infolText"):GetComponent("Text").text = string.format("<color=#FDEBC2>%s</color>",HardStageCondition[v].Describe)
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end
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end
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end
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--公会副本
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function this.GuildTranscriptShow()
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if GuildTranscriptManager.damage then
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this.guildTranscript_CurScore.text = GuildTranscriptManager.damage
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end
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end
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--七界试炼挑战条件信息
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function this.QiJieShow()
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local data = QiJieShiLianManager.GetBattleResult()
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for i = 1, 3 do
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Util.GetGameObject(this.qiJieCondition,"Text ("..i..")"):GetComponent("Text").text = data[i]
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end
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end
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--挑战副本显示信息
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function this.ChallengeCopyShow()
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local data = CarbonManager.GetBattleResult()
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Util.GetGameObject(this.challengeInfo,"layout/rounds"):GetComponent("Text").text= data[1]
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|
local progressBar= Util.GetGameObject(this.challengeInfo,"layout/progressBg/progressBar"):GetComponent("Image")
|
|
this.tween1 = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
|
|
DG.Tweening.Core.DOSetter_float(function (t)
|
|
progressBar.fillAmount =t
|
|
end), data[2], 0.5):SetEase(Ease.Linear)
|
|
|
|
local scoreTextArr = {"chall_score_lianghao","chall_score_youxiu","chall_score_shishi","chall_score_chuanshuo","chall_score_shenhua"}
|
|
local scoreImageArr = {"r_hero_tujian_lianghao","r_hero_tujian_youxiu","r_hero_tujian_shishi","r_hero_tujian_chuanshuo","r_hero_tujian_shenhua"}
|
|
local scoreText= Util.GetGameObject(this.challengeInfo,"layout/progressBg/scoreText")
|
|
local boutNum= Util.GetGameObject(this.challengeInfo,"layout/progressBg/boutNum")
|
|
local lvArr=data[3]
|
|
local scoreImage=Util.GetGameObject(this.challengeInfo,"layout/Image"):GetComponent("Image")
|
|
for i = 1, #lvArr do
|
|
local configRound=lvArr[i][1]
|
|
local progressText=scoreText.transform:GetChild(i-1)
|
|
local scoreLine=configRound/20
|
|
if data[4]==2 then
|
|
scoreLine=(20-configRound)/20
|
|
end
|
|
local textX=742*scoreLine
|
|
if data[2]>=scoreLine then
|
|
scoreImage.sprite=this.spLoader:LoadSprite(scoreImageArr[i])
|
|
end
|
|
progressText:GetComponent("Image").sprite = this.spLoader:LoadSprite(scoreTextArr[i])
|
|
progressText:GetComponent("RectTransform").anchoredPosition = Vector2.New(textX,27)
|
|
|
|
local boutText=boutNum.transform:GetChild(i-1)
|
|
boutText:GetComponent("Text").text = configRound
|
|
boutText:GetComponent("RectTransform").anchoredPosition = Vector2.New(textX,-35)
|
|
end
|
|
|
|
end
|
|
|
|
--当前背包是否已满
|
|
function RewardItemPopup:SelectCanPopUpBagMaxMessage()
|
|
if(IndicationManager.canPopUpBagMaxMessage) then
|
|
PopupTipPanel.ShowTip(Language[11507])
|
|
IndicationManager.canPopUpBagMaxMessage=false
|
|
elseif(IndicationManager.getRewardFromMailMessage)then
|
|
PopupTipPanel.ShowTip(Language[11508])
|
|
IndicationManager.getRewardFromMailMessage=false
|
|
end
|
|
end
|
|
|
|
function RewardItemPopup:OnSortingOrderChange()
|
|
if not itemDataList or #itemDataList < 0 then
|
|
return
|
|
end
|
|
if #itemListPrefab > 0 then
|
|
for i = 1, #itemListPrefab do
|
|
if itemListPrefab[i] and itemDataList[i] then
|
|
local view = itemListPrefab[i]
|
|
local curItemData=itemDataList[i]
|
|
view:SetEffectLayer(self.sortingOrder)
|
|
end
|
|
end
|
|
end
|
|
if starListEffect and #starListEffect > 0 then
|
|
for i=1,#starListEffect do
|
|
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
|
|
end
|
|
sortingOrder = self.sortingOrder
|
|
end
|
|
end
|
|
-- 根据物品列表数据显示物品
|
|
function RewardItemPopup:SetItemShow(drop)
|
|
BagManager.OnShowTipDropNumZero(drop)
|
|
if drop==nil then return end
|
|
for i = 1, #itemDataList do
|
|
itemDataList[i].itemConfig = itemConfig[itemDataList[i].sId]
|
|
end
|
|
self:ItemDataListSort(itemDataList)
|
|
|
|
if #itemDataList <= 25 then
|
|
callList:Clear()
|
|
callList:Push(function ()
|
|
if isOpenGeiSSRAvtivityTime then
|
|
isOpenGeiSSRAvtivityTime:Stop()
|
|
isOpenGeiSSRAvtivityTime = nil
|
|
end
|
|
isOpenGeiSSRAvtivityTime = Timer.New(function ()
|
|
isPlayerAniEnd = true
|
|
if isOpenGeiSSRAvtivity > 0 then
|
|
HeroManager.DetectionOpenFiveStarActivity(isOpenGeiSSRAvtivity)
|
|
end
|
|
end, 0.5):Start()
|
|
--在关卡界面获得装备 刷新下btview成员红点
|
|
end)
|
|
for i = #itemDataList, 1, -1 do
|
|
isPlayerAniEnd = false
|
|
local view = itemListPrefab[i]
|
|
local curItemData=itemDataList[i]
|
|
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
|
view.gameObject:SetActive(false)
|
|
callList:Push(function ()
|
|
local func = function()
|
|
view.gameObject:SetActive(true)
|
|
local btn = Util.GetGameObject(view.gameObject, "item/frame"):GetComponent("Button")
|
|
btn.enabled = false
|
|
PlayUIAnim(view.gameObject, function()
|
|
btn.enabled = true
|
|
end)
|
|
--改为后端更新
|
|
Timer.New(function ()
|
|
isPopGetSSR = false
|
|
callList:Pop()()
|
|
end, 0.05):Start()
|
|
end
|
|
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 then
|
|
HeroManager.DetectionOpenFiveStarActivity(curItemData.configData.Star)
|
|
end
|
|
if curItemData.configData and curItemData.itemType==3 and curItemData.configData.Quality == 5 and showHero then
|
|
isPopGetSSR = true
|
|
isOpenGeiSSRAvtivity = curItemData.configData.Star
|
|
UIManager.OpenPanel(UIName.DropGetSSRHeroShopPanel,curItemData.backData, func)
|
|
elseif curItemData.configData and curItemData.itemType==1 and
|
|
(curItemData.configData.ItemType == ItemType.Title or curItemData.configData.ItemType == ItemType.Ride) then--皮肤 坐骑
|
|
func()
|
|
else
|
|
func()
|
|
end
|
|
end)
|
|
end
|
|
callList:Pop()()
|
|
else
|
|
for i = 1, #itemDataList do
|
|
local view = itemListPrefab[i]
|
|
local curItemData=itemDataList[i]
|
|
view:OnOpen(true,curItemData,1.15,true,true,false,self.sortingOrder)
|
|
view.gameObject:SetActive(true)
|
|
end
|
|
end
|
|
|
|
end
|
|
--存储本地
|
|
function this.SetItemData2(itemdata)
|
|
if itemdata.itemType==1 then
|
|
--后端更新
|
|
elseif itemdata.itemType==2 then
|
|
if bagType==1 then
|
|
EquipManager.UpdateEquipData(itemdata.backData)
|
|
elseif bagType==2 then
|
|
EquipManager.InitMapShotTimeEquipBagData(itemdata.backData)
|
|
end
|
|
elseif itemdata.itemType==3 then
|
|
if bagType==1 then
|
|
HeroManager.UpdateHeroDatas(itemdata.backData)
|
|
elseif bagType==2 then
|
|
HeroManager.InitMapShotTimeHeroBagData(itemdata.backData)
|
|
end
|
|
elseif itemdata.itemType==4 then
|
|
if bagType==1 then
|
|
TalismanManager.InitUpdateSingleTalismanData(itemdata.backData)
|
|
elseif bagType==2 then
|
|
TalismanManager.InitMapShotTimeTalismanBagData(itemdata.backData)
|
|
end
|
|
elseif itemdata.itemType==5 then
|
|
if bagType==1 then
|
|
EquipTreasureManager.InitSingleTreasureData(itemdata.backData)
|
|
elseif bagType==2 then
|
|
end
|
|
elseif itemdata.itemType==6 then
|
|
if bagType==1 then
|
|
PokemonManager.UpdatePokemonDatas(itemdata.backData,true)
|
|
elseif bagType==2 then
|
|
end
|
|
end
|
|
end
|
|
--关卡通关掉落时展示经验等级信息
|
|
function this.ShowLvAndExp()
|
|
if compShowType == 1 then
|
|
this.exp.value=PlayerManager.exp/userLevelData[PlayerManager.level].Exp
|
|
this.expText.text=PlayerManager.exp.."/"..userLevelData[PlayerManager.level].Exp
|
|
this.lv.text= PlayerManager.level
|
|
this.lvUpImage:SetActive(FightPointPassManager.oldLevel<PlayerManager.level)
|
|
end
|
|
end
|
|
--掉落物品排序
|
|
function RewardItemPopup:ItemDataListSort(itemDataList)
|
|
table.sort(itemDataList, function(a, b)
|
|
if a.itemConfig.Quantity == b.itemConfig.Quantity then
|
|
if a.itemConfig.ItemType == b.itemConfig.ItemType then
|
|
return a.itemConfig.Id < b.itemConfig.Id
|
|
else
|
|
return a.itemConfig.ItemType < b.itemConfig.ItemType
|
|
end
|
|
else
|
|
return a.itemConfig.Quantity > b.itemConfig.Quantity
|
|
end
|
|
end)
|
|
end
|
|
--界面关闭时调用(用于子类重写)
|
|
function RewardItemPopup:OnClose()
|
|
if compShowType == CompShowType.fourElement then
|
|
compShowType = 0
|
|
return
|
|
end
|
|
BagManager.SetDropIsSHowEquipPrint(true)
|
|
local fightConFigData = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight)
|
|
if compShowType == 1 then
|
|
compShowType = 0
|
|
if FightPointPassManager.oldLevel<PlayerManager.level then
|
|
if fightConFigData and fightConFigData.PicShow == 1 and FightPointPassManager.isOpenNewChapter then
|
|
UIManager.OpenPanel(UIName.FightEndLvUpPanel,FightPointPassManager.oldLevel,PlayerManager.level,function ()
|
|
func(isBackBattle)
|
|
end)
|
|
else
|
|
UIManager.OpenPanel(UIName.FightEndLvUpPanel,FightPointPassManager.oldLevel,PlayerManager.level,func)
|
|
end
|
|
return
|
|
end
|
|
end
|
|
|
|
compShowType = 0
|
|
if func and not isPopGetSSR then
|
|
if fightConFigData and fightConFigData.PicShow == 1 and FightPointPassManager.isOpenNewChapter then
|
|
func(isBackBattle)
|
|
else
|
|
func(isBackBattle)
|
|
end
|
|
end
|
|
|
|
-- 展示完以后结束章节解锁状态
|
|
FightPointPassManager.isOpenNewChapter = false
|
|
if isOpenGeiSSRAvtivityTime then
|
|
isOpenGeiSSRAvtivityTime:Stop()
|
|
isOpenGeiSSRAvtivityTime = nil
|
|
end
|
|
|
|
self:RedCheckFuns()
|
|
Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
|
|
end
|
|
|
|
--一些等到物品后的红点检测
|
|
function RewardItemPopup:RedCheckFuns()
|
|
--检测是否需要弹每日任务飘窗
|
|
TaskManager.RefreshShowDailyMissionTipPanel()
|
|
-- 检测月卡激活是否需要拍脸
|
|
MonthCardManager.CheckMonthCardPatFace()
|
|
--寻宝迷踪红点检测
|
|
CheckRedPointStatus(RedPointType.XunBaoMiZong)
|
|
CheckRedPointStatus(RedPointType.Gem)
|
|
CheckRedPointStatus(RedPointType.HomeLand)
|
|
CheckRedPointStatus(RedPointType.Practice_upgrade)
|
|
end
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function RewardItemPopup:OnDestroy()
|
|
this.spLoader:Destroy()
|
|
if #itemListPrefab > 0 then
|
|
for i = 1, #itemListPrefab do
|
|
destroy(itemListPrefab[i].gameObject)
|
|
end
|
|
end
|
|
itemListPrefab = {}
|
|
itemDataList = {}
|
|
end
|
|
|
|
return RewardItemPopup |