miduo_client/Assets/ManagedResources/~Lua/Modules/DynamicActivity/QianKunBox.lua

366 lines
16 KiB
Lua

local QianKunBox = {}
local sortingOrder = 0
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
local privilegeConfig = ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local lotterySpecialConfig = ConfigManager.GetConfig(ConfigName.LotterySpecialConfig)
local wishSoulData
function QianKunBox:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = QianKunBox })
return b
end
--初始化组件(用于子类重写)
function QianKunBox:InitComponent()
self.spLoader = SpriteLoader.New()
self.btnHelp = Util.GetGameObject(self.gameObject, "help")
self.helpPosition = self.btnHelp:GetComponent("RectTransform").localPosition
self.limit = Util.GetGameObject(self.gameObject, "limitdi/limit"):GetComponent("Text")
--midDown
self.midDown = Util.GetGameObject(self.gameObject, "midDown")
self.midDowntips1 = Util.GetGameObject(self.midDown, "Text"):GetComponent("Text")
self.leftTimeTxt = Util.GetGameObject(self.gameObject, "leftTime/Text"):GetComponent("Text")
--rightUp
self.rightUp = Util.GetGameObject(self.gameObject, "rightUp")
self.btnReward = Util.GetGameObject(self.rightUp, "reward")
self.btnStore = Util.GetGameObject(self.rightUp, "store")
self.zhenqibaogeBtn = Util.GetGameObject(self.rightUp, "zqbg")
self.zhenqibaogeBtn:SetActive(false)
self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn, "Fx_Circle 1")
self.btns = {}
for i = 1, 2 do
self.btns[i] = {}
self.btns[i].btn = Util.GetGameObject(self.rightUp, "btn" .. i)
self.btns[i].red = Util.GetGameObject(self.btns[i].btn.gameObject, "redPoint")
self.btns[i].info = Util.GetGameObject(self.btns[i].btn.gameObject, "layout/Text"):GetComponent("Text")
self.btns[i].icon = Util.GetGameObject(self.btns[i].btn.gameObject, "layout/icon"):GetComponent("Image")
self.btns[i].num = Util.GetGameObject(self.btns[i].btn.gameObject, "layout/num"):GetComponent("Text")
end
--center
self.center = Util.GetGameObject(self.gameObject, "center")
self.icons = {}
for i = 1, 5 do
self.icons[i] = {}
self.icons[i].go = Util.GetGameObject(self.center, "icons/icon" .. i)
self.icons[i].icon = Util.GetGameObject(self.icons[i].go, "icon"):GetComponent("Image")
self.icons[i].kuang = Util.GetGameObject(self.icons[i].go, "kuang"):GetComponent("Image")
if i < 4 then
self.icons[i].effect = Util.GetGameObject(self.icons[i].go, "UI_effect_RecruitPanel_box_open")
self.icons[i].add = Util.GetGameObject(self.icons[i].go, "Image")
end
end
self.btnTime = Util.GetGameObject(self.gameObject, "di1/time"):GetComponent("Text")
self.btnTimes = Util.GetGameObject(self.gameObject, "di2/scroll/grid/time"):GetComponent("Text")
self.effect = Util.GetGameObject(self.gameObject, "Effect_UI_changjing_qiankuanbaoguo")
-- up soul
self.btn_soul = Util.GetGameObject(self.gameObject, "rightUp/btn_hero")
self.upSoulImg = Util.GetGameObject(self.gameObject, "rightUp/btn_hero/Icon"):GetComponent("Image")
Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg"):GetComponent("Image").sprite = self.spLoader
:LoadSprite("q_qiankun__icondi_ghwj_zh")
Util.GetGameObject(self.gameObject, "rightUp/btn_hero/InfoImg2"):GetComponent("Image").sprite = self.spLoader
:LoadSprite("x_xinjiangzhaohuan_gailv_zh")
end
--绑定事件(用于子类重写)
function QianKunBox:BindEvent()
-- Util.AddOnceClick(self.zhenqibaogeBtn, function()
-- JumpManager.GoJump(40011)
-- end)
Util.AddOnceClick(self.btnHelp, function()
UIManager.OpenPanel(UIName.HelpPopup, self.actConfig.HelpId, self.helpPosition.x, self.helpPosition.y)
end)
Util.AddOnceClick(self.btnReward, function()
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.RecrutDetail, self.actConfig.HelpId, self.actType,
PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP, PRE_REWARD_POOL_TYPE.LOTTERY_SOUL)
end)
Util.AddOnceClick(self.btnStore, function()
JumpManager.GoJump(40017)
end)
Util.AddOnceClick(self.btn_soul, function()
local data = RecruitManager.GetWishEquipData()
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.ChooseUpSoul, self.actId, wishSoulData)
end)
end
--添加事件监听(用于子类重写)
function QianKunBox:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.TimeLimitUpHeroChange, self.OnUPEquipChange, self)
end
--移除事件监听(用于子类重写)
function QianKunBox:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.TimeLimitUpHeroChange, self.OnUPEquipChange, self)
end
--up的魂印改变
function QianKunBox:OnUPEquipChange(id)
self:contentShow()
end
--界面打开时调用(用于子类重写)
function QianKunBox:OnOpen(_activityConfig, _index, parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
function QianKunBox:OnSortingOrderChange(_sortingOrder)
sortingOrder = _sortingOrder or 0
Util.SetParticleSortLayer(self.effect, sortingOrder + 1)
Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder + 1)
for i = 1, 5 do
if self.icons[i] and self.icons[i].effect then
Util.SetParticleSortLayer(self.icons[i].effect.gameObject, sortingOrder + 1)
end
end
end
-- 打开,重新打开时回调
function QianKunBox:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
sortingOrder = _sortingOrder
Util.SetParticleSortLayer(self.effect, sortingOrder + 1)
Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder + 1)
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups, "PageType",
self.actConfig.PageType, "ActiveType", self.actConfig.ActiveType, "ActId", id)
if config then
self.actConfig = config
end
end
end
end
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting, "ActivityId", self.actId)
self.singleRecruit = array[1]
self.tenRecruit = array[2]
self.freeTimesId = self.singleRecruit.FreeTimes
self.maxtimesId = self.singleRecruit.MaxTimes
self.MoneyTimes = self.singleRecruit.MoneyTimes
self:refreshMagicNum()
self:refreshBtnShow() --刷新按钮显示
self:contentShow()
self:TimeCountDown()
end
function QianKunBox:refreshMagicNum()
local actData = ActivityGiftManager.GetActivityTypeInfo(self.actType)
local d = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySpecialConfig, "Type", self.singleRecruit.MergePool)
self.midDowntips1.text = string.format("%s%s%s", Language[10592], d[1].Count - math.floor(actData.value / 1000),
Language[10593])
self.btnTimes.text = string.format(Language[10594], tostring(d[2].Count - actData.value % 1000)) .. Language[10595]
end
function QianKunBox:refreshBtnShow()
local curTimes = PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)
local money = PrivilegeManager.GetPrivilegeRemainValue(self.MoneyTimes)
self.limit.text = Language[10596] .. curTimes .. "/" .. privilegeConfig[self.maxtimesId].Condition[1][2]
self.leftTimeTxt.text = Language[10597] .. money
self.btnTime.gameObject:SetActive(true)
local freeTime = 0
if self.freeTimesId and self.freeTimesId > 0 then
freeTime = PrivilegeManager.GetPrivilegeRemainValue(self.freeTimesId)
RecruitManager.freeUseTimeList[self.freeTimesId] = freeTime
end
PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId)
--按钮赋值
for n, m in ipairs(self.btns) do
--存在免费次数 并且 免费>=1 并且是1按钮
local isFree = freeTime >= 1 and n == 1
m.red.gameObject:SetActive(isFree)
m.icon.gameObject:SetActive(not isFree)
m.num.gameObject:SetActive(not isFree)
local itemId = 0
local itemNum = 0
local type = 0
if n == 1 then
type = self.singleRecruit.Id
m.info.text = Language[10577]
else
type = self.tenRecruit.Id
m.info.text = Language[10578]
end
local d = {}
if (isFree) then
self.btnTime.gameObject:SetActive(false)
m.info.text = Language[10583]
else
local d = RecruitManager.GetExpendData(type)
itemId = d[1]
itemNum = d[2]
m.icon.sprite = self.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
m.num.text = PrintWanNum2(itemNum)
end
Util.AddOnceClick(m.btn, function()
if not isFree then
if BagManager.GetItemCountById(itemId) < itemNum then
PopupTipPanel.ShowTip(GetLanguageStrById(itemConfig[itemId].Name) .. Language[10584])
return
end
end
local state = PlayerPrefs.GetInt(PlayerManager.uid ..
"GeneralPopup_RecruitConfirm" .. RecruitType.QianKunBoxTen)
local recrutId = n == 1 and self.singleRecruit.Id or self.tenRecruit.Id
local recrutNum = n == 1 and 1 or 10
local uiName = n == 1 and UIName.QianKunBoxBuyOnePanel or UIName.QianKunBoxBuyTenPanel
if state == 0 and itemId == 16 and not isFree then
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.RecruitConfirm, recrutId, function()
self:Recruit(recrutNum, recrutId, uiName, itemId)
end)
else
self:Recruit(recrutNum, recrutId, uiName, itemId)
end
end)
end
end
function QianKunBox:Recruit(recrutType, recrutId, uiName, itemId)
if PrivilegeManager.GetPrivilegeUsedTimes(self.maxtimesId) + recrutType > privilegeConfig[self.maxtimesId].Condition[1][2] then
PopupTipPanel.ShowTip(Language[10587])
return
end
if itemId == 16 and PrivilegeManager.GetPrivilegeRemainValue(self.MoneyTimes) < recrutType then
PopupTipPanel.ShowTip(Language[10598])
return
end
RecruitManager.RecruitRequest(recrutId, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(self.maxtimesId, recrutType) --记录抽卡次数
if itemId == 16 then
PrivilegeManager.RefreshPrivilegeUsedTimes(self.MoneyTimes, recrutType)
end
UIManager.OpenPanel(uiName, msg.drop, recrutId, { RecruitType.QianKunBoxTen, RecruitType.QianKunBoxTen })
CheckRedPointStatus(RedPointType.QianKunBox)
end, self.freeTimesId)
end
--五个魂印头像
function QianKunBox:contentShow()
wishSoulData = RecruitManager.GetWishEquipData()
local iconsData = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig, "Pool",
self.singleRecruit.DiamondBoxContain[1][1])
LogRed("lotteryRewardConfig pool==" .. self.singleRecruit.DiamondBoxContain[1][1])
local num = 1
--如果没有默认数值,默认的就是表里面的请三个魂印
if wishSoulData and #wishSoulData ~= 0 then
for i = 1, 3 do
if i <= #wishSoulData then
self.icons[i].icon.gameObject:SetActive(true)
self.icons[i].kuang.gameObject:SetActive(true)
local id = wishSoulData[i]
self.icons[i].icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[id].ResourceID].Name)
self.icons[i].kuang.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity
[itemConfig[wishSoulData[i]].Quantity].circle)
--点击能查看魂印信息
Util.AddOnceClick(self.icons[i].kuang.gameObject, function()
UIManager.OpenPanel(UIName.SoulPrintPopUp, nil, nil, id, nil, nil)
end)
else
self.icons[i].icon.gameObject:SetActive(false)
self.icons[i].kuang.gameObject:SetActive(false)
end
Util.SetParticleSortLayer(self.icons[i].effect, sortingOrder + 1)
Util.AddOnceClick(self.icons[i].add.gameObject, function()
local data = RecruitManager.GetWishEquipData()
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.ChooseUpSoul, self.actId, wishSoulData)
end)
end
num = 4
end
for i = num, 5 do
self.icons[i].icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[iconsData[i].Reward[1]].ResourceID]
.Name)
if i < 4 then
table.insert(wishSoulData, iconsData[i].Reward[1])
Util.SetParticleSortLayer(self.icons[i].effect, sortingOrder + 1)
Util.AddOnceClick(self.icons[i].add.gameObject, function()
local data = RecruitManager.GetWishEquipData()
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.ChooseUpSoul, self.actId, wishSoulData)
end)
end
self.icons[i].kuang.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity
[itemConfig[iconsData[i].Reward[1]].Quantity].circle)
--点击能查看魂印信息
Util.AddOnceClick(self.icons[i].kuang.gameObject, function()
UIManager.OpenPanel(UIName.SoulPrintPopUp, nil, nil, iconsData[i].Reward[1], nil, nil)
end)
end
--初始设置库里面前三个为默认数据
if num == 1 then
RecruitManager.SetAllWishEquipData(wishSoulData)
end
self.upSoulImg.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[wishSoulData[1]].ResourceID].Name)
end
--刷新时间
function QianKunBox:TimeCountDown()
if self.timer then
self.timer:Stop()
self.timer = nil
end
local timeDown = CalculateSecondsNowTo_N_OClock(0)
self.btnTime.text = TimeToHMS(timeDown) .. Language[10585]
self.timer = Timer.New(function()
self.btnTime.text = TimeToHMS(timeDown) .. Language[10585]
if timeDown < 1 then
self:refreshBtnShow()
return
end
timeDown = timeDown - 1
end, 1, -1, true)
self.timer:Start()
end
--- 将一段时间转换为天时分秒
function QianKunBox:TimeToDHMS(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = math.floor(second % 60)
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
if day <= 0 and hour <= 0 then
return string.format(Language[10571], minute, sec)
else
return string.format(Language[10572], day, hour)
end
end
--界面关闭时调用(用于子类重写)
function QianKunBox:OnClose()
self.gameObject:SetActive(false)
if self.timer then
self.timer:Stop()
self.timer = nil
end
if self.shopView then
SubUIManager.Close(self.shopView)
end
self.shopView = nil
end
--界面销毁时调用(用于子类重写)
function QianKunBox:OnDestroy()
self.btns = {}
if self.shopView then
SubUIManager.Close(self.shopView)
end
self.shopView = nil
end
return QianKunBox