167 lines
6.3 KiB
Lua
167 lines
6.3 KiB
Lua
require("Base/BasePanel")
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local XiaoYaoEventPanel = Inherit(BasePanel)
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local this = XiaoYaoEventPanel
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local triggertype = 0 --0:游历成功 大于0:触发仙缘
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--初始化组件(用于子类重写)
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function this:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.transform, "closeBtn")
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this.title = Util.GetGameObject(self.transform, "bg/title"):GetComponent("Image")
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this.grid = Util.GetGameObject(self.transform, "bg/grid")
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this.grid2 = Util.GetGameObject(self.transform, "bg/grid2")
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-- this.eventName=Util.GetGameObject(self.transform, "bg/xianyuan/name"):GetComponent("Text")
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--this.eventIcon=Util.GetGameObject(self.transform, "bg/xianyuan/icon"):GetComponent("Image")
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this.preList = {}
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for i = 1, 3 do
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local item = Util.GetGameObject(self.transform, "bg/grid2/xianyuan" .. i)
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table.insert(this.preList, item)
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end
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this.rewardItemViewList = {}
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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Util.AddClick(this.btnBack, function()
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this:ClosePanel()
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if triggertype == 0 then
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XiaoYaoManager.OpenMapList()
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end
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end)
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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 this:OnOpen(_type, _data, curindex, list, num)
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triggertype = _type
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if _type > 0 then
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this.title.sprite = this.spLoader:LoadSprite("x_xiaoyaoyou_chufaxianyuan_zh")
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this.grid:SetActive(false)
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for i = 1, #this.preList do
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this.preList[i]:SetActive(false)
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end
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local index = 0
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for i = curindex - num + 1, curindex do
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-- LogError("list[i].eventData.Style=="..list[i].eventData.Style)
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if list[i].eventData and (list[i].eventData.Style == 24 or list[i].eventData.Style == 25 or list[i].eventData.Style == 26) then
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index = index + 1
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if this.preList[index] then
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this.preList[index]:SetActive(true)
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Util.GetGameObject(this.preList[index], "name"):GetComponent("Text").text = string.format("★%s★",
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GetLanguageStrById(list[i].eventData.Desc))
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--LogError("_data.Desc==".._data.Desc.." _data.EventPointBg==".._data.EventPointBg)
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Util.GetGameObject(this.preList[index], "icon"):GetComponent("Image").sprite = this.spLoader
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:LoadSprite(list[i].eventData.EventPointBg)
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end
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end
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end
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-- if _data~=nil then
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-- this.eventName.text=string.format("★%s★",GetLanguageStrById(_data.Desc))
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-- LogError("_data.Desc==".._data.Desc.." _data.EventPointBg==".._data.EventPointBg)
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-- this.eventIcon.sprite=this.spLoader:LoadSprite(_data.EventPointBg)
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-- end
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else
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this.grid2:SetActive(false)
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this.title.sprite = this.spLoader:LoadSprite("x_xiaoyaoyou_youlichenggong_zh")
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this.grid:SetActive(true)
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local showItemdata = this.GetDropReward(_data)
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local starItemDataList = BagManager.GetItemListFromTempBag(_data)
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for i = 1, #starItemDataList do
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this.SetItemData2(starItemDataList[i])
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end
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-- Log("终极大奖:"..#_data.itemlist)
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-- Log("终极大奖:"..#showItemdata)
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if showItemdata and #showItemdata > 0 then
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for i = 1, math.max(#showItemdata, #this.rewardItemViewList) do
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if not showItemdata[i] then
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this.rewardItemViewList[i].gameObject:SetActive(false)
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else
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if not this.rewardItemViewList[i] then
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this.rewardItemViewList[i] = SubUIManager.Open(SubUIConfig.ItemView, this.grid.transform)
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end
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end
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this.rewardItemViewList[i]:OnOpen(false, showItemdata[i], 1)
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end
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end
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end
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end
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--存储本地
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function this.SetItemData2(itemdata)
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if itemdata.itemType == 1 then
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--后端更新
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elseif itemdata.itemType == 2 then
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EquipManager.UpdateEquipData(itemdata.backData)
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elseif itemdata.itemType == 3 then
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HeroManager.UpdateHeroDatas(itemdata.backData)
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elseif itemdata.itemType == 4 then
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TalismanManager.InitUpdateSingleTalismanData(itemdata.backData)
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elseif itemdata.itemType == 5 then
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EquipTreasureManager.InitSingleTreasureData(itemdata.backData)
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elseif itemdata.itemType == 6 then
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PokemonManager.UpdatePokemonDatas(itemdata.backData, true)
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elseif itemdata.itemType == 51 then
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FaXiangManager.InitSingleTreasureData(itemdata.backData)
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end
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end
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function this.GetDropReward(_drop)
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local _rewardList = {}
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if _drop.itemlist then
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for i = 1, #_drop.itemlist do
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Log("list有奖励")
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local _rewardData = {}
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_rewardData[1] = _drop.itemlist[i].itemId
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_rewardData[2] = _drop.itemlist[i].itemNum
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table.insert(_rewardList, _rewardData)
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end
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end
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if _drop.equipId then
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for i = 1, #_drop.equipId do
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local _rewardData = {}
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_rewardData[1] = _drop.equipId[i].equipId --id
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_rewardData[2] = 1
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table.insert(_rewardList, _rewardData)
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end
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end
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if _drop.Hero then
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for i = 1, #_drop.Hero do
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local _rewardData = {}
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_rewardData[1] = _drop.Hero[i].heroId --id
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_rewardData[2] = 1
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table.insert(_rewardList, _rewardData)
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end
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end
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if _drop.soulEquip then
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for i = 1, #_drop.soulEquip do
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local _rewardData = {}
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_rewardData[1] = _drop.soulEquip[i].equipId --id
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_rewardData[2] = 1
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table.insert(_rewardList, _rewardData)
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end
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end
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return _rewardList
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function this:OnShow()
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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 this:OnClose()
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if triggertype > 0 then
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Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.PlayEventEffect)
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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 this:OnDestroy()
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for i = 1, #this.rewardItemViewList do
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SubUIManager.Close(this.rewardItemViewList[i])
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end
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this.rewardItemViewList = {}
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this.spLoader:Destroy()
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end
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return XiaoYaoEventPanel
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