443 lines
17 KiB
Lua
443 lines
17 KiB
Lua
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local SheJiDaDian = {}
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local sortingOrder = 0
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local globalActive = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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local t = 3 --用来区分长按和点击的临界值
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function SheJiDaDian:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = SheJiDaDian })
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return b
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end
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local itemDataList = {--捐献道具id--三个按钮的数字显示--三个按钮的图片--三个trigger
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[1] = { id = 50000 , leftNum = nil , value = 1},
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[2] = { id = 50001 , leftNum = nil , value = 2},
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[3] = { id = 50002 , leftNum = nil , value = 10}
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}
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--初始化组件(用于子类重写)
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function SheJiDaDian:InitComponent()
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self.spLoader = SpriteLoader.New()
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--leftUp
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self.leftUp = Util.GetGameObject(self.gameObject,"leftUp")
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self.rankPre = Util.GetGameObject(self.leftUp,"rank")
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self.rankGrid = Util.GetGameObject(self.leftUp,"grid")
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self.rankList = {}
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for i = 1 ,self.rankGrid.transform.childCount do
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self.rankList[i] = {}
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self.rankList[i].go = self.rankGrid.transform:GetChild(i-1).gameObject
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self.rankList[i].Ima = Util.GetGameObject(self.rankList[i].go,"Image"):GetComponent("Image")
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self.rankList[i].Ima.sprite = self.spLoader:LoadSprite("r_playerrumble_paiming_0"..i)
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self.rankList[i].textCom = Util.GetGameObject(self.rankList[i].go,"Text"):GetComponent("Text")
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end
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self.myScoreText = Util.GetGameObject(self.leftUp,"score/myScore")
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self.guildScoreText = Util.GetGameObject(self.leftUp,"score/guildScore")
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self.score = Util.GetGameObject(self.leftUp,"score/score"):GetComponent("Text")
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self.btnDetail = Util.GetGameObject(self.leftUp,"btnDetail")
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self.btnTeamRank = Util.GetGameObject(self.leftUp,"teamRank")
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self.btnPersonRank = Util.GetGameObject(self.leftUp,"personRank")
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self.select = Util.GetGameObject(self.leftUp,"select")
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--rightUp
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self.btnHelp= Util.GetGameObject(self.gameObject,"btnHelp")
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self.helpPosition=self.btnHelp:GetComponent("RectTransform").localPosition
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self.rightUp = Util.GetGameObject(self.gameObject,"rightUp")
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self.btnStore = Util.GetGameObject(self.rightUp,"store")
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self.btnRewardList = Util.GetGameObject(self.rightUp,"reward")
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self.zhenqibaogeBtn = Util.GetGameObject(self.rightUp,"zhenqibaogeBtn")
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self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
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--center
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self.centerTime = Util.GetGameObject(self.gameObject,"center/time/num"):GetComponent("Text")
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self.btnGet = Util.GetGameObject(self.gameObject,"center/btnGet")
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self.effect = Util.GetGameObject(self.gameObject,"center/DynamicActivityPanel_daiji")
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self.effect2 = Util.GetGameObject(self.gameObject,"center/DynamicActivityPanel_dakai")
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self.leftTime = Util.GetGameObject(self.gameObject,"center/limitdi/limit"):GetComponent("Text")
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--bottomArea
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self.bottom = Util.GetGameObject(self.gameObject,"bottom")
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self.slider = Util.GetGameObject(self.bottom,"slider")
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self.sliderComp = Util.GetGameObject(self.slider,"Slider"):GetComponent("Slider")
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self.level = Util.GetGameObject(self.slider,"level"):GetComponent("Text")
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self.btnBox = Util.GetGameObject(self.slider,"reward/box")
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self.scoreText = Util.GetGameObject(self.slider,"score"):GetComponent("Text")
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self.boxEffect = Util.GetGameObject(self.btnBox,"UI_Effect_BaoXiang_KeKaiQi")
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self.items = Util.GetGameObject(self.bottom,"items")
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self.btnAdd = Util.GetGameObject(self.items,"item3/btnAdd")
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self.itemData = {}
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for i = 1, self.items.transform.childCount do
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self.itemData[i] = {}
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self.itemData[i].go = self.items.transform:GetChild(i-1).gameObject
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self.itemData[i].num = Util.GetGameObject(self.itemData[i].go,"text/num"):GetComponent("Text")
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self.itemData[i].donImg = Util.GetGameObject(self.itemData[i].go,"Image")
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self.itemData[i].trigger = Util.GetEventTriggerListener(self.itemData[i].donImg)
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self.itemData[i].OnPointerDo = function(go, data)
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self:OnPointerDown(go, data, i)
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end
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self.itemData[i].OnPointerUp = function(go, data)
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self:OnPointerUp(go,data)
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end
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self.itemData[i].trigger.onPointerDown = self.itemData[i].trigger.onPointerDown + self.itemData[i].OnPointerDo
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self.itemData[i].trigger.onPointerUp = self.itemData[i].trigger.onPointerUp + self.itemData[i].OnPointerUp
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end
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end
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function SheJiDaDian:OnPointerUp(Pointgo,data)--抬起
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if PlayerManager.level < 50 or PlayerManager.familyId == 0 then
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return
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end
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if self.isPressed then
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LogGreen("111111111111111111111111111111111111111111111111")
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self.isPressed = false
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self:RefreshBottom(true)
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end
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end
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--点击或长按处理升级处理
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function SheJiDaDian:OnPointerDown(Pointgo,data,i)--按下
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if PlayerManager.level < 50 then
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PopupTipPanel.ShowTip("本活动需玩家等级达到五十级!")
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return
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end
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if PlayerManager.familyId == 0 then
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PopupTipPanel.ShowTip("请先加入公会!")
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return
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end
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self.curItemIndex = i
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if itemDataList[i].leftNum == 0 then
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PopupTipPanel.ShowTip("道具不足,请先获取道具")
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return
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end
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self.isPressed = true
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end
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--绑定事件(用于子类重写)
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function SheJiDaDian:BindEvent()
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Util.AddOnceClick(self.zhenqibaogeBtn, function()
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JumpManager.GoJump(40011)
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end)
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Util.AddOnceClick(self.btnHelp,function()
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UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddOnceClick(self.btnGet,function()
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NetManager.GetSheJiRewardRequest(self.actId,function (_drop)
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self.effect2:SetActive(true)
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Timer.New(function()
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UIManager.OpenPanel(UIName.RewardItemPopup, _drop.drop,1,function()
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self:Refresh()
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end)
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end,0.5):Start()
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end)
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end)
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Util.AddOnceClick(self.btnRewardList,function()
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UIManager.OpenPanel(UIName.GeneralRankRewardPanel,2,self.myRank,self.actId)--需要活动id,和我的排名
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end)
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Util.AddOnceClick(self.btnStore,function()
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JumpManager.GoJump(40018)
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end)
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Util.AddOnceClick(self.btnDetail,function()
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if self.curRankType == RANK_TYPE.GOLD_EXPER then--个人排行
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[13])
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elseif self.curRankType == RANK_TYPE.CELEBRATION_GUILD then--工会排行
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[14])
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end
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end)
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Util.AddOnceClick(self.btnTeamRank,function()
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self.curRankType = RANK_TYPE.CELEBRATION_GUILD
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self:LeftUpShow(self.curRankType)
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end)
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Util.AddOnceClick(self.btnPersonRank,function()
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self.curRankType = RANK_TYPE.GOLD_EXPER
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self:LeftUpShow(self.curRankType)
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end)
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Util.AddOnceClick(self.btnAdd,function ()
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JumpManager.GoJump(40011)
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end)
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Util.AddOnceClick(self.btnBox,function ()
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-- DynamicActivityManager.SetCurLevel(math.floor(self.curScore/(self.actReward[1].Values[2][1])))
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UIManager.OpenPanel(UIName.GeneralRewardPopup,1,self.actType,self.actId)
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end)
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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 SheJiDaDian:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.DynamicTask.OnGetReward, self.Refresh)
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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 SheJiDaDian:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.DynamicTask.OnGetReward, self.Refresh)
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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 SheJiDaDian:OnOpen(_activityConfig,_index,parent)
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self.actConfig = _activityConfig
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self.pageIndex = _index
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self.parent = parent
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end
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function SheJiDaDian:OnSortingOrderChange(_sortingOrder)
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Util.SetParticleSortLayer(self.effect, _sortingOrder + 1)
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Util.SetParticleSortLayer(self.effect2, _sortingOrder + 1)
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end
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-- 打开,重新打开时回调
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function SheJiDaDian:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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-- Util.AddParticleSortLayer(self.effect, _sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(self.effect2, _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(self.effect, _sortingOrder + 1)
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Util.SetParticleSortLayer(self.effect2, _sortingOrder + 1)
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sortingOrder = _sortingOrder
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self.actId = self.actConfig.ActId
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self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
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if self.actConfig.IfBack == 1 then
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if self.actConfig.ActiveType > 0 then
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local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
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LogGreen("id:"..id)
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if id and id > 0 then
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self.actId = id
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local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
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if config then
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self.actConfig = config
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end
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end
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end
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end
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FixedUpdateBeat:Add(self.OnUpdate, self)--长按方法注册
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self:Refresh()
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self:CheckGuild()
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end
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--检查是否有公会
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function SheJiDaDian:CheckGuild()
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if PlayerManager.familyId == 0 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.SheJiCheckGuild,function()
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self.parent.OnPageTabChange(1)
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end)
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end
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end
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--刷新整个页面
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function SheJiDaDian:Refresh()
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self.curItemIndex = 0
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self.numCount = 0
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self.num = 0
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self.isPressed = false
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self.isShortPress = false
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self.effect:SetActive(true)
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self.effect2:SetActive(false)
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self.ActInfo = ActivityGiftManager.GetActivityTypeInfo(self.actType)--活动数据
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self.actReward = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",self.actId)
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self:RefreshItemsData()
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self:TimeCountDown()--时间
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self:LeftUpShow()
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self:RefreshRewardBox()--刷新奖励宝箱数据
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end
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--刷新物品剩余数量和当前积分
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function SheJiDaDian:RefreshItemsData()
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for i = 1, 3 do
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itemDataList[i].leftNum = BagManager.GetItemCountById(itemDataList[i].id)
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self.itemData[i].num.text = itemDataList[i].leftNum
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end
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self.curScore = self.ActInfo.mission[1].progress
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self.scoreText.text = ((self.curScore)%(self.actReward[1].Values[2][1])).."/"..self.actReward[1].Values[2][1]
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self.sliderComp.value = (((self.curScore))%(self.actReward[1].Values[2][1]))/self.actReward[1].Values[2][1]
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self.level.text = math.floor((self.curScore)/(self.actReward[1].Values[2][1])) .. "级"
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end
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function SheJiDaDian:RefreshRewardBox()
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self.canGetRewardList={}
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self.boxEffect:SetActive(false)
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self.btnBox:GetComponent("Image").enabled = true
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for i = 1, #self.ActInfo.mission do
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local curLevel = self.curScore/self.actReward[1].Values[2][1]
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if self.ActInfo.mission[i].state == 0 and curLevel >= i then
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table.insert(self.canGetRewardList,self.ActInfo.mission[i])
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end
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end
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if #self.canGetRewardList > 0 then
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self.boxEffect:SetActive(true)
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self.btnBox:GetComponent("Image").enabled = false
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end
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end
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function SheJiDaDian:OnUpdate()
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if self.isPressed then
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if self.numCount > t then
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self.isShortPress = false
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self:RefreshBottom(false)
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self.numCount = 0
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else
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self.isShortPress = true
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end
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self.numCount = self.numCount + 1
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end
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end
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--发送捐献请求
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function SheJiDaDian:RequestDonate(numCount)
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if numCount <= 0 then
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PopupTipPanel.ShowTip("道具不足,请先获取道具")
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return
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end
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NetManager.SheJiDonateItemRequest(itemDataList[self.curItemIndex].id,numCount,function()
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PopupTipPanel.ShowTip("成功献出"..(itemDataList[self.curItemIndex].value * numCount).."点贡献!")
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self:Refresh()
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CheckRedPointStatus(RedPointType.Celebration)
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end)
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end
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--刷新左上排行版
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function SheJiDaDian:LeftUpShow(_curRankType)
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if _curRankType then
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self.curRankType = _curRankType
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else
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if not self.curRankType or self.curRankType == 0 then
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self.curRankType = RANK_TYPE.GOLD_EXPER
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end
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end
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self.myScoreText:SetActive(self.curRankType == RANK_TYPE.GOLD_EXPER)
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self.guildScoreText:SetActive(self.curRankType ~= RANK_TYPE.GOLD_EXPER)
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self.select.transform:SetParent(self.curRankType == RANK_TYPE.GOLD_EXPER and self.btnPersonRank.transform or self.btnTeamRank.transform)
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self.select.transform:SetSiblingIndex(1)
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self.select.transform.localPosition = Vector3.zero
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self.select.transform.localScale = Vector3.one
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DynamicActivityManager.SheJiGetRankData(self.curRankType,self.actId,function(allRankData,myRankData)
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for i = 1 ,#self.rankList do
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self.rankList[i].textCom.text = (self.curRankType == RANK_TYPE.GOLD_EXPER) and
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(allRankData[i] and allRankData[i].userName or "虚位以待")
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or
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(allRankData[i] and allRankData[i].guildName or "虚位以待")
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end
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local guildScore = myRankData.param1 > 0 and myRankData.param1 or 0
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self.score.text = self.curRankType == RANK_TYPE.GOLD_EXPER and guildScore or self.ActInfo.mission[1].progress
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self.myRank = myRankData.rank
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end)
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end
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--刷新一次
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function SheJiDaDian:RefreshBottom(isSend)
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if isSend then
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self.isPressed = false
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self.isShortPress = false
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if self.num < 1 then
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self.num = 1
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end
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self:RequestDonate(self.num)
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else
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self.num = self.num + 1
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itemDataList[self.curItemIndex].leftNum = itemDataList[self.curItemIndex].leftNum - 1
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if itemDataList[self.curItemIndex].leftNum < 1 then
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self.isPressed = false
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self:RefreshBottom(true)
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return
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end
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self.itemData[self.curItemIndex].num.text = itemDataList[self.curItemIndex].leftNum
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self.curScore = self.curScore + itemDataList[self.curItemIndex].value
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self.scoreText.text = ((self.curScore)%(self.actReward[1].Values[2][1])).."/"..self.actReward[1].Values[2][1]
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self.sliderComp.value = (((self.curScore))%(self.actReward[1].Values[2][1]))/self.actReward[1].Values[2][1]
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self.level.text = math.floor((self.curScore)/(self.actReward[1].Values[2][1])) .. "级"
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end
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end
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--商店
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function SheJiDaDian:StoreShow()
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if not self.shopView then
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self.shopView = SubUIManager.Open(SubUIConfig.ShopView, self.content.transform)
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end
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self.shopView:ShowShop(SHOP_TYPE.CELEBRATION_SHOP,sortingOrder)
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end
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--时间
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function SheJiDaDian:TimeCountDown()
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local setting = ConfigManager.GetConfigDataByKey(ConfigName.GodSacrificeSetting,"ActivityId",self.actId)
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--活动结束时间
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local canGet = false
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local actTime = self.ActInfo.endTime - GetTimeStamp()
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self.leftTime.text = Language[10028]..TimeToFelaxible(actTime)
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--宝箱领取重置时间
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local timeOne = Today_N_OClockTimeStamp(setting.TimePointList[1]) - GetTimeStamp()
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local leftTimeOne = timeOne > 0 and timeOne or timeOne + 86400--距离下一个十二点的时间
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local timeTwo = Today_N_OClockTimeStamp(setting.TimePointList[2]) - GetTimeStamp()
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local leftTimeTwo = timeTwo > 0 and timeTwo or timeTwo + 86400--距离下一个二十点的时间
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local giftTime = leftTimeOne < leftTimeTwo and leftTimeOne or leftTimeTwo--取小的
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local t1 = GetTimeStamp() - Today_N_OClockTimeStamp(setting.TimePointList[1])
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local t2 = GetTimeStamp() - Today_N_OClockTimeStamp(setting.TimePointList[2])
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if self.ActInfo.value == 0 then
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if (t1 > 0 and t1 < 1800) or (t2 > 0 and t2 < 1800) then
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canGet = true
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else
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canGet = false
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end
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else
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if (t1 > 0 and t1 < 1800) or (t2 > 0 and t2 < 1800) then
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if (GetTimeStamp() - self.ActInfo.value) < 1800 then
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canGet = false
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else
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canGet = true
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end
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else
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canGet = false
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end
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end
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self.centerTime.text = canGet == false and TimeToFelaxible(giftTime) or "奖励可领取"
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if self.timer1 then
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self.timer1:Stop()
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self.timer1 = nil
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end
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self.timer1 = Timer.New(function()
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self.leftTime.text = "剩余时间:"..TimeToFelaxible(actTime)
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self.centerTime.text = canGet == false and TimeToFelaxible(giftTime) or "奖励可领取"
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if actTime < 1 then
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self.timer1:Stop()
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self.timer1 = nil
|
||
parent:ClosePanel()
|
||
return
|
||
end
|
||
if giftTime < 0 then
|
||
self:Refresh()
|
||
end
|
||
actTime = actTime -1
|
||
giftTime = giftTime - 1
|
||
end, 1, -1, true)
|
||
self.timer1:Start()
|
||
end
|
||
--界面关闭时调用(用于子类重写)
|
||
function SheJiDaDian:OnClose()
|
||
self.gameObject:SetActive(false)
|
||
if self.timer1 then
|
||
self.timer1:Stop()
|
||
self.timer1 = nil
|
||
end
|
||
end
|
||
--界面销毁时调用(用于子类重写)
|
||
function SheJiDaDian:OnDestroy()
|
||
self.spLoader:Destroy()
|
||
FixedUpdateBeat:Remove(self.OnUpdate, self)
|
||
if self.timer1 then
|
||
self.timer1:Stop()
|
||
self.timer1 = nil
|
||
end
|
||
end
|
||
return SheJiDaDian |