miduo_client/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralTreasurePanel.lua

268 lines
11 KiB
Lua

require("Base/BasePanel")
local GeneralTreasurePanel = Inherit(BasePanel)
local itemnum = 0
local LocalData = {
[ActivityTypeDef.QiJieTreasure] = {hp = HELP_TYPE.QiJieTreasure},--七界秘宝
}
--初始化组件(用于子类重写)
function GeneralTreasurePanel:InitComponent()
--topBar/btnBack
self.btnBack = Util.GetGameObject(self.transform, "bg/btnBack")
self.buyBtn = Util.GetGameObject(self.transform, "bg/topBar/buyBtn")
self.Text1 = Util.GetGameObject(self.buyBtn, "buy"):GetComponent("Text")
self.tips = Util.GetGameObject(self.transform, "bg/topBar/tips"):GetComponent("Text")
self.time = Util.GetGameObject(self.transform, "bg/topBar/time"):GetComponent("Text")
self.quesBtn = Util.GetGameObject(self.transform, "bg/quesBtn")
self.helpPosition=self.quesBtn:GetComponent("RectTransform").localPosition
--Content
self.scoreText = Util.GetGameObject(self.transform, "bg/pageContent/bg/score/number"):GetComponent("Text")
self.treasureList = Util.GetGameObject(self.transform, "bg/pageContent/treasureList")
self.itemPre = Util.GetGameObject(self.transform, "bg/pageContent/itemPro")
self.itemPos = Util.GetGameObject(self.transform, "bg/pageContent/itemPos")
--设置滚动条
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,self.treasureList.transform,self.itemPre,nil,Vector2.New(950, 1000),1,1,Vector2.New(100, 25))
self.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
self.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
self.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
self.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
self.ScrollView.moveTween.MomentumAmount = 1
self.ScrollView.moveTween.Strength = 2
end
--绑定事件(用于子类重写)
function GeneralTreasurePanel:BindEvent()
Util.AddClick(self.btnBack,function()
self:ClosePanel()
end)
Util.AddClick(self.quesBtn,function()
UIManager.OpenPanel(UIName.HelpPopup,LocalData[self.curType].hp,self.helpPosition.x,self.helpPosition.y)
end)
end
function GeneralTreasurePanel:OnSortingOrderChange()
end
--添加事件监听(用于子类重写)
function GeneralTreasurePanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.SerectTreasure.RechargeSuccess, self.refresh,self)
end
--移除事件监听(用于子类重写)
function GeneralTreasurePanel:RemoveListener()
Game.GlobalEvent:AddEvent(GameEvent.SerectTreasure.RechargeSuccess, self.refresh,self)
end
--界面打开时调用(用于子类重写)
function GeneralTreasurePanel:OnOpen(...)
self.curType = ...
end
-- 打开,重新打开时回调
function GeneralTreasurePanel:OnShow()
--暂时注释
self.treasureData = GeneralTreasureMangaer.GetTreasureData(self.curType)
self:ShowTime()
self:topBar()
self:showTaskList(true,true)
end
function GeneralTreasurePanel:refresh(isTop,isAni)
self.treasureData = GeneralTreasureMangaer.GetTreasureData(self.curType)
self:topBar()
self:showTaskList(isTop,isAni)
end
--topBar按钮状态
function GeneralTreasurePanel:topBar()
--设置礼包购买按钮状态
self.buyBtn:GetComponent("Button").interactable = self.treasureData.treasureState == 0
self.Text1.text = self.treasureData.treasureState == 0 and "激活秘宝" or "已激活"
Util.AddOnceClick(self.buyBtn,function()
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,4)
end)
end
--任务列表
function GeneralTreasurePanel:showTaskList(isTop,isAni)
self.scoreText.text = self.treasureData.value
if not self.itemsList then
self.itemsList = {}
end
if not self.itemsList2 then
self.itemsList2 = {}
end
self.ScrollView:SetData(self.treasureData.dataList,function(index, rewardItem)
self:SingleTask(rewardItem, self.treasureData.dataList[index])
end,not isTop,not isAni)
--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
--定位打开界面时位置
local t = 0
local State = self.treasureData.treasureState == 0 and 1 or -1
for i = 1, #self.treasureData.dataList do
if self.treasureData.dataList[i].State == State then
t = i
break
end
end
self.ScrollView:SetIndex(t)
end
--单个任务
function GeneralTreasurePanel:SingleTask(rewardItem, singleData)
local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
local scroll1 = Util.GetGameObject(rewardItem, "scroll1")
local scroll2 = Util.GetGameObject(rewardItem, "scroll2")
if not self.itemsList[rewardItem] then
self.itemsList[rewardItem] = {}
end
for k,v in pairs(self.itemsList[rewardItem]) do
v.gameObject:SetActive(false)
end
for i = 1 ,#singleData.Reward do
if not self.itemsList[rewardItem][i] then
self.itemsList[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,scroll1.transform)
end
self.itemsList[rewardItem][i].transform:SetParent(scroll1.transform)
self.itemsList[rewardItem][i].transform.localScale = Vector3.one
self.itemsList[rewardItem][i].transform.localPosition = Vector3.zero
self.itemsList[rewardItem][i].gameObject:SetActive(true)
self.itemsList[rewardItem][i]:OnOpen(false, {singleData.Reward[i][1], singleData.Reward[i][2]}, 0.8, false)
end
if not self.itemsList2[rewardItem] then
self.itemsList2[rewardItem] = {}
end
for k,v in pairs(self.itemsList2[rewardItem]) do
v.gameObject:SetActive(false)
end
for i = 1 ,#singleData.TreasureReward do
if not self.itemsList2[rewardItem][i] then
self.itemsList2[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,scroll2.transform)
end
self.itemsList2[rewardItem][i].transform:SetParent(scroll2.transform)
self.itemsList2[rewardItem][i].transform.localScale = Vector3.one
self.itemsList2[rewardItem][i].transform.localPosition = Vector3.zero
self.itemsList2[rewardItem][i].gameObject:SetActive(true)
self.itemsList2[rewardItem][i]:OnOpen(false, {singleData.TreasureReward[i][1], singleData.TreasureReward[i][2]}, 0.8, false)
end
scoreLevel.text = singleData.Integral[1][2]
--初始化按钮状态
self:InitButtonState(rewardItem, singleData)
end
--初始化按钮状态
function GeneralTreasurePanel:InitButtonState(rewardItem, singleData)
local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
local get = Util.GetGameObject(rewardItem, "btnDeal/get")
local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
local finished = Util.GetGameObject(rewardItem, "finished")
local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint")
--当前任务领取情况
local State = singleData.State
--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
--判断
if State == 4 then
btnDeal.gameObject:SetActive(true)
get.gameObject:SetActive(false)
getAgain.gameObject:SetActive(false)
unfinished.gameObject:SetActive(true)
finished.gameObject:SetActive(false)
redPoint:SetActive(false)
elseif State == 3 then
btnDeal.gameObject:SetActive(true)
get.gameObject:SetActive(false)
getAgain.gameObject:SetActive(true)
unfinished.gameObject:SetActive(false)
finished.gameObject:SetActive(false)
redPoint:SetActive(true)
elseif State == 2 then
btnDeal.gameObject:SetActive(true)
get.gameObject:SetActive(true)
getAgain.gameObject:SetActive(false)
unfinished.gameObject:SetActive(false)
finished.gameObject:SetActive(false)
redPoint:SetActive(true)
elseif State == 1 then
btnDeal.gameObject:SetActive(true)
get.gameObject:SetActive(false)
getAgain.gameObject:SetActive(true)
unfinished.gameObject:SetActive(false)
finished.gameObject:SetActive(false)
redPoint:SetActive(false)
elseif State == -1 then
btnDeal.gameObject:SetActive(false)
get.gameObject:SetActive(false)
getAgain.gameObject:SetActive(false)
unfinished.gameObject:SetActive(false)
finished.gameObject:SetActive(true)
redPoint:SetActive(false)
end
--添加点击事件
Util.AddOnceClick(btnDeal,function()
self:OnBtnDealClicked(rewardItem,singleData)
end)
end
--按钮事件
function GeneralTreasurePanel:OnBtnDealClicked(rewardItem,singleData)
local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
local get = Util.GetGameObject(rewardItem, "btnDeal/get")
local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
local finished = Util.GetGameObject(rewardItem, "btnDeal/finished")
if singleData.State == 4 then
PopupTipPanel.ShowTip(Language[11330])
elseif singleData.State == 3 or singleData.State == 2 then
NetManager.GetActivityRewardRequest(singleData.Id,self.treasureData.ActId,function (drop)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
self:refresh(false,false)
end)
end)
elseif singleData.State == 1 then
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,4)
end
end
function GeneralTreasurePanel:ShowTime()
if self.localTimer then
self.localTimer:Stop()
self.localTimer = nil
end
self.time.text = "重置时间:"..TimeToDHMS(self.treasureData.endTime - GetTimeStamp())
local time = self.treasureData.endTime - GetTimeStamp()
if time <= 0 then
return
end
self.localTimer = Timer.New(function()
time = time - 1
if time <= 0 then
self.time.text = "重置时间:"..TimeToDHMS(0)
self.localTimer:Stop()
self.localTimer = nil
return
end
self.time.text = "重置时间:"..TimeToDHMS(time)
end,1,-1,true)
self.localTimer:Start()
end
--界面关闭时调用(用于子类重写)
function GeneralTreasurePanel:OnClose()
if self.localTimer then
self.localTimer:Stop()
self.localTimer = nil
end
end
--界面销毁时调用(用于子类重写)
function GeneralTreasurePanel:OnDestroy()
self.itemsList = {}
self.itemsList2 = {}
end
return GeneralTreasurePanel