258 lines
11 KiB
Lua
258 lines
11 KiB
Lua
local HomeLand = quick_class("HomeLand", BasePanel)
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local HomeLandConfig = ConfigManager.GetConfig(ConfigName.HomeLand)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
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local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
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local GlobalSystemConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local costStr = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,100).Value,"#")
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function HomeLand:InitComponent()
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self.spLoader = SpriteLoader.New()
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-- if not self.playerInfoView then
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-- self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform)
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-- end
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
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self.btnBack = Util.GetGameObject(self.gameObject,"btnBack")
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self.map = Util.GetGameObject(self.gameObject,"Map")
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self.Grid = Util.GetGameObject(self.map,"Grid")
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self.Bg = Util.GetGameObject(self.map,"Bg")
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self.Privi = Util.GetGameObject(self.map,"Privi")
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self.RightUp = Util.GetGameObject(self.map,"RightUp")
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self.RightDown = Util.GetGameObject(self.map,"RightDown")
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self.mapData = {}
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for i = 1, 7 do
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self.mapData[i] = {}
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self.mapData[i].Obj = Util.GetGameObject(self.Bg,"Map ("..i..")")
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self.mapData[i].Name = Util.GetGameObject(self.mapData[i].Obj,"Title/Text"):GetComponent("Text")
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self.mapData[i].CanGet = Util.GetGameObject(self.mapData[i].Obj,"CanGet")
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-- self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"Title/Image"):GetComponent("Image")
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self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"CanGet/Image"):GetComponent("Image")
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self.mapData[i].Btns = Util.GetGameObject(self.mapData[i].Obj,"Btns")
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self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Obj,"OpenLimit")
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self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"Text"):GetComponent("Text")
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self.mapData[i].upgradeImg = Util.GetGameObject(self.mapData[i].Obj,"Updating")
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self.mapData[i].updateTime = Util.GetGameObject(self.mapData[i].Obj,"updateTime")
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self.mapData[i].updateTimeText = Util.GetGameObject(self.mapData[i].updateTime,"Text"):GetComponent("Text")
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self.mapData[i].timeSlide = Util.GetGameObject(self.mapData[i].updateTime,"Slide/Image"):GetComponent("Image")
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self.mapData[i].btnDetail = Util.GetGameObject(self.mapData[i].Btns,"Detail")
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self.mapData[i].btnUpgrade = Util.GetGameObject(self.mapData[i].Btns,"Upgrade")
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self.mapData[i].btnCancel = Util.GetGameObject(self.mapData[i].Btns,"Cancel")
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self.mapData[i].btnSpeedUp = Util.GetGameObject(self.mapData[i].Btns,"Speed")
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self.mapData[i].leftTime = -1
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self.mapData[i].showTime = -1
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end
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self.curSelect = 0
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end
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function HomeLand:BindEvent()
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--帮助按钮
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-- Util.AddClick(self.helpBtn, function()
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-- UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.HomeLand, self.helpPosition.x,self.helpPosition.y)
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-- end)
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Util.AddClick(self.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(self.Bg, function()
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self.curSelect = 0
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for j = 1, 5 do
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self.mapData[j].Btns:SetActive(false)
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end
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end)
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for i = 1, 5 do
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--打开菜单
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Util.AddOnceClick(self.mapData[i].Obj,function ()
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if self.curSelect ~= i then
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self.curSelect = i
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for j = 1, 5 do
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self.mapData[j].Btns:SetActive(false)
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end
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if HomeLandManager.BuildData[i].dataMain.IsOpen ~= 1 then
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PopupTipPanel.ShowTip(string.format("%s 暂未开放",HomeLandManager.BuildData[i].dataMain.Name))
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return
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end
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if HomeLandConfig[i].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[i].UnlockLevel[2] then
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PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2]))
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return
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end
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self.mapData[i].Btns:SetActive(true)
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PlayUIAnim(self.mapData[i].Btns)
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end
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end)
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--打开信息界面
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Util.AddOnceClick(self.mapData[i].btnDetail,function ()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HomeLandBuildingDetail,HomeLandManager.BuildData[i])
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end)
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--打开升级界面
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Util.AddOnceClick(self.mapData[i].btnUpgrade,function ()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.HomeLandUpgrade,HomeLandManager.BuildData[i])
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end)
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--打开加速
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Util.AddOnceClick(self.mapData[i].btnSpeedUp,function ()
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local value = math.ceil((HomeLandManager.BuildData[i].endTime - GetTimeStamp())/tonumber(costStr[1]))*tonumber(costStr[3])
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LogGreen("需要16:"..tostring(value).." 现有:"..tostring(BagManager.GetTotalItemNum(16)))
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if BagManager.GetTotalItemNum(16) >= value then
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},2,0,function ()
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self:OnShow()
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end)
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else
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PopupTipPanel.ShowTip("妖晶不足!")
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end
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end)
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--取消
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Util.AddOnceClick(self.mapData[i].btnCancel,function ()
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},3,0,function ()
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self:OnShow()
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end)
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end)
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end
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--建木神树
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Util.AddOnceClick(self.mapData[7].Obj,function ()
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE) then
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UIManager.OpenPanel(UIName.SacredTreePanel)
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end
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end)
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--摘星阁
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Util.AddOnceClick(self.mapData[6].Obj,function ()
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PopupTipPanel.ShowTip("摘星阁")
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end)
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end
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function HomeLand:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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end
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function HomeLand:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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end
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--待功能扩展(试图打开某个状态)
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function HomeLand:OnOpen()
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.XiuXing })
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end
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function HomeLand:OnSortingOrderChange()
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end
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function HomeLand:OnShow()
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self:SetBuildsState()
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self:SetTime()
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end
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function HomeLand:SetBuildsState()
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for i = 1, 7 do
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local data = HomeLandManager.BuildData[i]
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local curObj = self.mapData[i]
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curObj.data = HomeLandManager.BuildData[i]
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curObj.OpenLimit:SetActive(true)
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curObj.btnUpgrade:SetActive(false)
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curObj.btnCancel:SetActive(false)
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curObj.btnSpeedUp:SetActive(false)
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-- curObj.Icon.gameObject:SetActive(false)
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curObj.upgradeImg:SetActive(false)
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curObj.updateTime:SetActive(false)
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curObj.CanGet:SetActive(false)
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if data.dataMain.IsOpen == 1 then--部分建筑未进入版本显示未开放
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--如果主城未到等级,显示开启条件
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if HomeLandConfig[i].UnlockLevel[1] == 1 and PlayerManager.level < HomeLandConfig[i].UnlockLevel[2] then
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curObj.limitText.text = string.format("玩家等级到达%s级开启",HomeLandConfig[i].UnlockLevel[2])
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elseif HomeLandConfig[i].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[i].UnlockLevel[2] then
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curObj.limitText.text = string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2])
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elseif HomeLandConfig[i].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2] then
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curObj.limitText.text = string.format("玩家等级到达%s级开启",GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2])
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else
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curObj.OpenLimit:SetActive(false)
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end
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if data.dataSingle then
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if data.dataSingle.Gain then--有产出的才需要icon
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curObj.Icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1]))
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-- curObj.Icon.gameObject:SetActive(true)
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if not curObj.OpenLimit.activeInHierarchy then
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curObj.showTime = data.startTime + 60
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curObj.CanGet:SetActive(data.startTime + 60 < GetTimeStamp())
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PlayUIAnim(curObj.CanGet)
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end
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end
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if data.endTime > GetTimeStamp() then--如果有结束时间说明在升级,可以取消,可以加速
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curObj.btnCancel:SetActive(true)
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curObj.btnSpeedUp:SetActive(true)
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curObj.upgradeImg:SetActive(true)
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curObj.updateTime:SetActive(true)
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curObj.leftTime = data.endTime - GetTimeStamp() >= 0 and data.endTime - GetTimeStamp() or -1
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curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime)
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curObj.timeSlide.fillAmount = (data.dataSingle.Time-curObj.leftTime)/data.dataSingle.Time
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PlayUIAnim(curObj.upgradeImg)
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else--如果没有就是可以点击升级
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if data.dataSingle.Cost then
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curObj.btnUpgrade:SetActive(true)
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end
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end
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end
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else
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curObj.limitText.text = "暂未开放"
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end
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if data.dataSingle and data.dataMain.IsOpen == 1 then--需要升级的才显示等级
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curObj.Name.text = string.format("%s(%s级)",data.dataMain.Name,data.dataSingle.level)
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else--部分没有等级所以不需要显示等级
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curObj.Name.text = string.format("%s",data.dataMain.Name)
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end
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Util.AddOnceClick(curObj.CanGet,function ()
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NetManager.HomeAllGainRequset(data.dataMain.Id,function ()
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self:OnShow()
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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 HomeLand:SetTime()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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self.timer = Timer.New(function ()
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for i = 1, 7 do
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local curObj = self.mapData[i]
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curObj.updateTime:SetActive(curObj.leftTime >= 0)
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if curObj.leftTime >= 0 then
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curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime)
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curObj.leftTime = curObj.leftTime -1
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curObj.timeSlide.fillAmount = (curObj.data.dataSingle.Time-curObj.leftTime)/curObj.data.dataSingle.Time
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if curObj.leftTime < 0 then
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NetManager.HomeInfoRequest(function ()
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self:OnShow()
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end)
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end
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end
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curObj.CanGet:SetActive(curObj.showTime > 0 and curObj.showTime < GetTimeStamp())
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end
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end, 1, -1, true)
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self.timer:Start()
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end
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function HomeLand:OnClose()
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self.curSelect = 0
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for j = 1, 5 do
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self.mapData[j].Btns:SetActive(false)
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end
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end
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function HomeLand:OnDestroy()
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self.spLoader:Destroy()
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SubUIManager.Close(self.UpView)
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self.UpView = nil
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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-- if self.playerInfoView then
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-- SubUIManager.Close(self.playerInfoView)
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-- self.playerInfoView = nil
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-- end
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end
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return HomeLand |