131 lines
5.3 KiB
Lua
131 lines
5.3 KiB
Lua
local RewardPreview = quick_class("RewardPreview")
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local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
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local data = {}
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local listPre = {}
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local curtimes = 0
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local intervalDatas={}
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local curActivityId = 0
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local singleRecruit = nil
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local tenRecruit = nil
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function RewardPreview:ctor(gameObject)
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self.gameObject = gameObject
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self:InitComponent()
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self:BindEvent()
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self:OnShow()
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end
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function RewardPreview:InitComponent()
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self.closeBtn = Util.GetGameObject(self.gameObject, "close")
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self.itemGrid = Util.GetGameObject(self.gameObject, "itemGrid")
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self.itemPre = Util.GetGameObject(self.gameObject, "itemprefab")
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self.slider = Util.GetGameObject(self.gameObject, "Background/Fill"):GetComponent("Image")
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self.sliderWidth = Util.GetGameObject(self.gameObject, "Background"):GetComponent("RectTransform").sizeDelta.x
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self.curtimes = Util.GetGameObject(self.gameObject, "tip1"):GetComponent("Text")
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end
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function RewardPreview:BindEvent()
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Util.AddClick(
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self.closeBtn,
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function()
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self:OnHide()
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end
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)
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end
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function RewardPreview:OnShow()
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self.gameObject:SetActive(true)
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curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
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local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",curActivityId)
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singleRecruit = array[1]
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tenRecruit = array[2]
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local maxtimesId = lotterySetting[singleRecruit.Id].MaxTimes
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curtimes = OperatingManager.TimeLimitedTimes
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self:RefreshRewarid()
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self.curtimes.text = Language[10500] .. curtimes
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self.slider.fillAmount = self:CalculateInterval(curtimes)
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end
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function RewardPreview:RefreshRewarid()
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data = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig, "ActivityId", curActivityId)
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local tmp = 0
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--间隔的总次数 比如:30 60 120 210 300 count=(60-30)+ (120 - 60)+ (210 - 120)+ (300 - 210)= 300 - 30 =270
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local count = 0
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-- for n,m in ipairs(data) do
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-- if n~=1 then
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-- count = count + m.Values[1][1]-tmp
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-- end
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-- tmp = m.Values[1][1]
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-- --self.slider.fillAmount = curtimes / m.Values[1][1]
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-- end
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count = data[#data].Values[1][1]
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tmp = 0
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local position = 0
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local width = self.itemPre:GetComponent("RectTransform").sizeDelta.x
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local interval = self.itemGrid:GetComponent("RectTransform").sizeDelta.x - (width * #data)
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if (not listPre) then
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listPre = {}
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end
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local index = 1
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for n, m in ipairs(data) do
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if m then
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if not listPre[n] then
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listPre[n] = newObjToParent(self.itemPre, self.itemGrid)
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listPre[n].gameObject:SetActive(true)
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end
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local o = SubUIManager.Open(SubUIConfig.ItemView, listPre[n].transform)
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o:OnOpen(false, {m.Reward[1][1], m.Reward[1][2]}, 1.1, true)
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o.gameObject:SetActive(true)
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Util.GetGameObject(listPre[n].gameObject, "progress"):GetComponent("Text").text = m.Values[1][1]
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local tempinterval = (m.Values[1][1] - tmp) / count * interval
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if n == 1 then
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position = tempinterval
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else
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position = tempinterval + width + position
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end
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--LogBlue("position:"..position)
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listPre[n].transform:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(position, 0, 0)
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--LogBlue(string.format("%.2f", (position + width)/(2*self.sliderWidth)))
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intervalDatas[index] =tonumber(string.format("%.2f", (position + width / 2) / self.sliderWidth))
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index = index + 1
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tmp = m.Values[1][1]
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end
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end
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end
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function RewardPreview:CalculateInterval(count)
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local width = self.itemPre.transform:GetComponent("RectTransform").sizeDelta.x
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if not data or #data < 1 then
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data = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig, "ActivityId", curActivityId)
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end
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local interval = 0
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if count >= data[5].Values[1][1] then
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interval = intervalDatas[5] + (curtimes - data[5].Values[1][1]) * (1-intervalDatas[5])/(500-data[5].Values[1][1])
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if interval > 1 then
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interval = 1
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end
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elseif count >= data[4].Values[1][1] then
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interval = intervalDatas[4] +(count - data[4].Values[1][1]) * (intervalDatas[5] - intervalDatas[4]) / (data[5].Values[1][1] - data[4].Values[1][1])
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elseif count >= data[3].Values[1][1] then
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interval = intervalDatas[3] + (count - data[3].Values[1][1]) * (intervalDatas[4] - intervalDatas[3]) / (data[4].Values[1][1] - data[3].Values[1][1])
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elseif count >= data[2].Values[1][1] then
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interval = intervalDatas[2] + (count - data[2].Values[1][1]) * (intervalDatas[3] - intervalDatas[2]) / (data[3].Values[1][1] - data[2].Values[1][1])
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elseif count >= data[1].Values[1][1] then
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interval = intervalDatas[1] + (count - data[1].Values[1][1]) * (intervalDatas[2] - intervalDatas[1]) / (data[2].Values[1][1] - data[1].Values[1][1])
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else
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interval = count * intervalDatas[1] / data[1].Values[1][1]
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end
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return interval
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end
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function RewardPreview:OnHide()
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self.gameObject:SetActive(false)
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data = {}
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end
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function RewardPreview:OnDestroy()
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listPre = nil
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data = nil
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end
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return RewardPreview |