243 lines
9.5 KiB
Lua
243 lines
9.5 KiB
Lua
----- 心愿抽卡弹窗 -----
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local this = {}
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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function this:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.okBtn = Util.GetGameObject(gameObject,"okBtn")
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self.helpBtn = Util.GetGameObject(gameObject, "helpBtn")
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self.scroll = Util.GetGameObject(gameObject,"selectList")
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self.itemPre = Util.GetGameObject(gameObject,"itemPre")
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-- 设置循环滚动,万一内容不停地加
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local rootHight = self.scroll.transform.rect.height
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local width = self.scroll.transform.rect.width
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self.infoTxt=Util.GetGameObject(gameObject,"Bg/tiao1/Text (1)"):GetComponent("Text")
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self.infoTxt2=Util.GetGameObject(gameObject,"Bg/tiao2/Text (1)"):GetComponent("Text")
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self.infoTxt2.text="英雄<color=#31FF00>每日</color>只可<color=#31FF00>选择并获取一次</color>概率提升"
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self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
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self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 45))
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self.scrollView.moveTween.MomentumAmount = 1
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self.scrollView.moveTween.Strength = 2
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self.itemList = {}
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self.maskList = {}
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--wishList
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self.wishListObj = {}
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self.bgObjlist = {}
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for i = 1, 3 do
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self.wishListObj[i] = Util.GetGameObject(gameObject,"wishList/hero ("..i..")")
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self.bgObjlist[i] = Util.GetGameObject(gameObject,"Bg/bglist/obj"..i)
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Util.GetGameObject(self.bgObjlist[i], "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite("UI_hz_beibao_duigoudi")
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--心愿神将现在只显示一个
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if i>1 then
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self.wishListObj[i]:SetActive(false)
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self.bgObjlist[i]:SetActive(false)
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else
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self.wishListObj[i]:SetActive(true)
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self.bgObjlist[i]:SetActive(true)
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end
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end
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--tabList
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self.tabListObj = {}
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self.selectBtn = Util.GetGameObject(gameObject,"Tabs/grid/selectBtn")
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for j = 1, 4 do
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self.maskList[j] = {}
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self.itemList[j] = {}
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self.tabListObj[j] = Util.GetGameObject(gameObject,"Tabs/grid/Btn"..j)
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end
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self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
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end
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function this:BindEvent()
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for i = 1, 4 do
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Util.AddOnceClick(self.tabListObj[i],function ()
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self.curSelect = i
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this:Refresh(true,false)
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end)
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end
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for i = 1, 3 do
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Util.AddOnceClick(self.bgObjlist[i],function ()
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--心愿只能选一个神将
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if i>1 then
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return
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end
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self.curSelect = RecruitManager.CheckIndex()
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this:Refresh(true,false)
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end)
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end
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Util.AddOnceClick(self.okBtn,function ()
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LogError("点击确定按钮")
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self.parent:ClosePanel()
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end)
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--帮助按钮
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Util.AddClick(self.helpBtn, function()
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LogError("点击帮助按钮")
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.WishCard,self.helpPosition.x,self.helpPosition.y)
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,_Data)
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self.parent=_parent
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self.sortingOrder = _parent.sortingOrder
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local args = _Data
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--NetManager.ChoiceWishHeroRequest(nil,function ()
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if args[1] then
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self.curSelect = args[1]
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else
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self.curSelect = RecruitManager.CheckIndex()
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end
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this:Refresh(true,false)
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--end)
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end
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function this:Refresh(isTop,isAni)
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local data = tonumber(specialConfig[119].Value)
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if not RecruitManager.drawTimes[1] or RecruitManager.drawTimes[1] < data then
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self.parent:ClosePanel()
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end
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self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
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this:SetHeroList(isTop,isAni)
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this:SetUpHero()
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local pro,pro1=RecruitManager.GetWishPro()
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LogError("pro==============="..pro.." pro1=="..pro1)
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local showPro=pro
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if RecruitManager.WishCardData[1] then
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local id=RecruitManager.WishCardData[1].heroTid
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LogError("you yingxiong ======================================"..id)
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if heroConfig[id] then
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if heroConfig[id].Natural<=6 then
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showPro=pro
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elseif heroConfig[id].Natural==7 then
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showPro=pro1
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end
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end
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end
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local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>神将时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿神将!</color></size>",showPro,"%")
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self.infoTxt.text=aaa
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end
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function this:SetUpHero()
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for i = 1, 1 do
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local go = self.wishListObj[i]
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local frame = Util.GetGameObject(go, "frame"):GetComponent("Image")
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local icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
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local proIcon = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
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local starGrid = Util.GetGameObject(go, "star")
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local choosed = Util.GetGameObject(go, "choosed")
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local heroId = RecruitManager.WishCardData[i].heroTid
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choosed:SetActive(false)
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if heroId > 0 then
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go:SetActive(true)
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local heroData = heroConfig[heroId]
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frame.sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.Natural))
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icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Icon))
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proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
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SetHeroStars(self.spLoader,starGrid, heroData.Star)
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choosed:SetActive(RecruitManager.WishCardData[i].status == 1)
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Util.AddOnceClick(go,function ()
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if RecruitManager.WishCardData[i].status == 1 then
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PopupTipPanel.ShowTip("同系英雄每日只可选择一位获取一次概率提升~")
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elseif RecruitManager.WishCardData[i].status == 0 then
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RecruitManager.ChangeHero(2,heroId,function ()
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this:Refresh(false,false)
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end)--英雄变更:1增加、2卸下
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end
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end)
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else
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go:SetActive(false)
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end
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--LogError("i==================="..i)
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if i>1 then
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self.wishListObj[i]:SetActive(false)
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LogError("false false")
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end
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Util.AddLongPressClick(go,function ()
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UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroId, 5)
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end,0.5)
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end
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end
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function this:SetHeroList(isTop,isAni)
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local heroList = RecruitManager.GetCurHeroList(self.curSelect)
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self.scrollView:SetData(heroList, function (index, item)
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this:ShowSingleHero(item, heroList[index],index)
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end,not isTop,not isAni)
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end
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function this:ShowSingleHero(go,data,index)
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local heroData = heroConfig[data.Reward[1]]
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self.itemList[self.curSelect][index] = go
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Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.Natural))
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Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Icon))
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Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
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Util.GetGameObject(go, "name"):GetComponent("Text").text = heroData.ReadingName
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local starGrid = Util.GetGameObject(go, "star")
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SetHeroStars(self.spLoader,starGrid, heroData.Star)
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self.maskList[self.curSelect][index] = Util.GetGameObject(go, "choosed")
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self.maskList[self.curSelect][index]:SetActive(false)
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Util.SetGray(self.itemList[self.curSelect][index],false)
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local value = RecruitManager.CheckCurHeroState(data.Reward[1])
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if value == 0 then--上方存在相同阵营
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Util.SetGray(self.itemList[self.curSelect][index],true)
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Util.AddOnceClick(go,function ()
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PopupTipPanel.ShowTip("同系英雄只可选择一位~")
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end)
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elseif value == 2 then--上方选满
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Util.SetGray(self.itemList[self.curSelect][index],true)
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Util.AddOnceClick(go,function ()
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PopupTipPanel.ShowTip("心愿英雄已满~")
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end)
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elseif value == 1 then--上方存在自己
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self.maskList[self.curSelect][index]:SetActive(true)
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Util.AddOnceClick(go,function ()
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RecruitManager.ChangeHero(2,data.Reward[1],function ()
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this:Refresh(false,false)
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end)--英雄变更:1增加、2卸下
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end)
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elseif value == 4 then--上方存在自己,但已经出过该英雄了
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self.maskList[self.curSelect][index]:SetActive(true)
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Util.AddOnceClick(go,function ()
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PopupTipPanel.ShowTip("同系英雄每日只可选择一位获取一次概率提升~")
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end)
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elseif value == 3 then--可选
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Util.AddOnceClick(go,function ()
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RecruitManager.ChangeHero(1,data.Reward[1],function ()
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this:Refresh(false,false)
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end)--英雄变更:1增加、2卸下
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end)
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end
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Util.AddLongPressClick(go,function ()
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UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, data.Reward[1], 5)
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end,0.5)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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self.itemList = {}
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self.maskList = {}
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self.wishListObj = {}
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self.tabListObj = {}
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self.spLoader:Destroy()
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end
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return this |