271 lines
11 KiB
Lua
271 lines
11 KiB
Lua
require("Base/BasePanel")
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local EndLessTreasurePanel = Inherit(BasePanel)
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local itemnum = 0
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--初始化组件(用于子类重写)
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function EndLessTreasurePanel:InitComponent()
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--topBar/btnBack
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self.btnBack = Util.GetGameObject(self.transform, "bg/btnBack")
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self.buyBtn = Util.GetGameObject(self.transform, "bg/topBar/buyBtn")
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self.Text1 = Util.GetGameObject(self.buyBtn, "buy"):GetComponent("Text")
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self.tips = Util.GetGameObject(self.transform, "bg/topBar/tips"):GetComponent("Text")
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self.time = Util.GetGameObject(self.transform, "bg/topBar/time"):GetComponent("Text")
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self.quesBtn = Util.GetGameObject(self.transform, "bg/quesBtn")
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self.helpPosition = self.quesBtn:GetComponent("RectTransform").localPosition
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--Content
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self.scoreText = Util.GetGameObject(self.transform, "bg/pageContent/bg/score/number"):GetComponent("Text")
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self.treasureList = Util.GetGameObject(self.transform, "bg/pageContent/treasureList")
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self.itemPre = Util.GetGameObject(self.transform, "bg/pageContent/itemPro")
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self.itemPos = Util.GetGameObject(self.transform, "bg/pageContent/itemPos")
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--设置滚动条
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.treasureList.transform, self.itemPre, nil,
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Vector2.New(950, 1000), 1, 1, Vector2.New(100, 25))
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self.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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self.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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self.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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self.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 2
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end
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--绑定事件(用于子类重写)
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function EndLessTreasurePanel:BindEvent()
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.quesBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, 93, self.helpPosition.x, self.helpPosition.y)
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end)
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end
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function EndLessTreasurePanel:OnSortingOrderChange()
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end
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--添加事件监听(用于子类重写)
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function EndLessTreasurePanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.EndLess.RechargeQinglongSerectSuccess, self.refresh, self)
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Game.GlobalEvent:AddEvent(GameEvent.EndLess.QinglongSerectRefresh, self.OnShow, self)
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end
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--移除事件监听(用于子类重写)
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function EndLessTreasurePanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.EndLess.RechargeQinglongSerectSuccess, self.refresh, self)
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Game.GlobalEvent:AddEvent(GameEvent.EndLess.QinglongSerectRefresh, self.OnShow, self)
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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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function EndLessTreasurePanel:OnOpen(...)
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end
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-- 打开,重新打开时回调
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function EndLessTreasurePanel:OnShow()
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self.treasureData = EndLessMapManager.treasureData
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self.tips.text = GetLanguageStrById(self.treasureData.tip)
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--self.time.gameObject:SetActive(false)
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self.time.text = Language[10401] .. TimeToDHMS(self.treasureData.resetTime - GetTimeStamp())
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self:ShowTime()
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self:topBar()
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self:showTaskList(true, true)
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end
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function EndLessTreasurePanel:refresh(isTop, isAni)
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self:topBar()
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self:showTaskList(isTop, isAni)
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end
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--topBar按钮状态
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function EndLessTreasurePanel:topBar()
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--设置礼包购买按钮状态
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self.buyBtn:GetComponent("Button").interactable = self.treasureData.treasureState == 0
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self.Text1.text = self.treasureData.treasureState == 0 and Language[11039] or Language[10723]
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Util.AddOnceClick(self.buyBtn, function()
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UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel, 3)
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end)
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end
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--任务列表
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function EndLessTreasurePanel:showTaskList(isTop, isAni)
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itemnum = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) or 0
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self.scoreText.text = itemnum
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if not self.itemsList then
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self.itemsList = {}
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end
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self.ScrollView:SetData(self.treasureData.rewardData, function(index, rewardItem)
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self:SingleTask(rewardItem, self.treasureData.rewardData[index])
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end, not isTop, not isAni)
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--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)
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--定位打开界面时位置
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local t = 0
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for i = 1, #self.treasureData.rewardData do
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if self.treasureData.rewardData[i].state == 2 or self.treasureData.rewardData[i].state == 3 then
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t = i
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break
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end
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end
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if t == 0 then
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for i = 1, #self.treasureData.rewardData do
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if self.treasureData.rewardData[i].state == 4 or self.treasureData.rewardData[i].state == 4 then
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t = i
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break
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end
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end
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end
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self.ScrollView:SetIndex(t)
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end
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--单个任务
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function EndLessTreasurePanel:SingleTask(rewardItem, singleData)
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local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
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local scroll1 = Util.GetGameObject(rewardItem, "scroll1")
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local scroll2 = Util.GetGameObject(rewardItem, "scroll2")
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if not self.itemsList[rewardItem] then
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self.itemsList[rewardItem] = {}
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end
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for k, v in pairs(self.itemsList[rewardItem]) do
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v.gameObject:SetActive(false)
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end
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for i = 1, #singleData.Reward do
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local parent
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if singleData.Reward[i].type == 1 then
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parent = scroll1
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else
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parent = scroll2
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end
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if not self.itemsList[rewardItem][i] then
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self.itemsList[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView, parent.transform)
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end
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self.itemsList[rewardItem][i].transform:SetParent(parent.transform)
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self.itemsList[rewardItem][i].transform.localScale = Vector3.one
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self.itemsList[rewardItem][i].transform.localPosition = Vector3.zero
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self.itemsList[rewardItem][i].gameObject:SetActive(true)
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self.itemsList[rewardItem][i]:OnOpen(false, { singleData.Reward[i].id, singleData.Reward[i].num }, 0.8, false)
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end
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scoreLevel.text = singleData.Level
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--初始化按钮状态
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self:InitButtonState(rewardItem, singleData)
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end
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--初始化按钮状态
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function EndLessTreasurePanel:InitButtonState(rewardItem, singleData)
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local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
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local get = Util.GetGameObject(rewardItem, "btnDeal/get")
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local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
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local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
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local finished = Util.GetGameObject(rewardItem, "finished")
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local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint")
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--当前任务领取情况
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local state = singleData.state
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--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)
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--判断
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if state == 4 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(true)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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elseif state == 3 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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elseif state == 2 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(true)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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elseif state == 1 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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elseif state == -1 then
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btnDeal.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(true)
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redPoint:SetActive(false)
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end
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--添加点击事件
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Util.AddOnceClick(btnDeal, function()
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self:OnBtnDealClicked(rewardItem, singleData)
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end)
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--红点状态
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--redPoint:SetActive(TreasureOfHeavenManger.RedPointState(singleData,self.treasureData.treasureState))
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end
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--按钮事件
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function EndLessTreasurePanel:OnBtnDealClicked(rewardItem, singleData)
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local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
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local get = Util.GetGameObject(rewardItem, "btnDeal/get")
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local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
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local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
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local finished = Util.GetGameObject(rewardItem, "btnDeal/finished")
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if singleData.state == 4 then
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PopupTipPanel.ShowTip(Language[11040])
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elseif singleData.state == 3 or singleData.state == 2 then
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NetManager.EndlessTakeTreasureRequest(singleData.Id, function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function()
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--需要刷新界面
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if self.treasureData.treasureState == 0 then --判断是否已经购买了礼包
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EndLessMapManager.SetTreasureState(singleData.Id, 1)
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else
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EndLessMapManager.SetTreasureState(singleData.Id, -1)
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end
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CheckRedPointStatus(RedPointType.wujinTreasure)
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CheckRedPointStatus(RedPointType.EndlessPanel)
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self:refresh() --刷新界面
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end)
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end)
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elseif singleData.state == 1 then
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UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel, 3)
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end
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end
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function EndLessTreasurePanel:ShowTime()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = nil
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end
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local time = self.treasureData.resetTime - GetTimeStamp()
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if time <= 0 then
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return
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end
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self.localTimer = Timer.New(function()
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time = time - 1
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if time <= 0 then
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self.time.text = Language[10401] .. TimeToDHMS(0)
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self.localTimer:Stop()
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self.localTimer = nil
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return
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end
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self.time.text = Language[10401] .. TimeToDHMS(time)
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end, 1, -1, true)
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self.localTimer:Start()
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end
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--界面关闭时调用(用于子类重写)
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function EndLessTreasurePanel:OnClose()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = nil
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end
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end
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--界面销毁时调用(用于子类重写)
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function EndLessTreasurePanel:OnDestroy()
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rewardData = {}
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end
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return EndLessTreasurePanel
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