396 lines
16 KiB
Lua
396 lines
16 KiB
Lua
local YiJingBaoKu = {}
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local sortingOrder = 0
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local trigger = true
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local BlessingConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local gridList={}
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function YiJingBaoKu: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 = YiJingBaoKu })
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return b
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end
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function YiJingBaoKu:InitComponent()
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self.spLoader = SpriteLoader.New()
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self._itemsList = {}
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self._itemsPosList={}
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self.itemViewList = {}
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-- top
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self.name = Util.GetGameObject(self.gameObject, "top/name/Text"):GetComponent("Text")
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self.itemFinal = Util.GetGameObject(self.gameObject, "top/reward/icon")
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self.addBtn = Util.GetGameObject(self.gameObject, "top/reward/add")
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self.refrashBtn = Util.GetGameObject(self.gameObject, "top/reward/refrash")
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self.tip = Util.GetGameObject(self.gameObject, "top/reward/tips/Text"):GetComponent("Text")
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--leftUp
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self.leftTime = Util.GetGameObject(self.gameObject, "leftUp/time"):GetComponent("Text")
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--rightUp
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self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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self.onekeyBtn=Util.GetGameObject(self.gameObject, "btn_oneKey")
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self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
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self.rewardPre = Util.GetGameObject(self.gameObject, "rightUp/rewardPre")
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self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"rightUp/zqbg")
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self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn,"Fx_Circle 1")
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--mid
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self.grid = Util.GetGameObject(self.gameObject, "mid/content/grid")
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for i = 1, self.grid.transform.childCount do
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self._itemsList[i] = self.grid.transform:GetChild(i - 1)
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self._itemsPosList[i] = self._itemsList[i]:GetComponent("RectTransform").localPosition
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end
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--bottom
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self.tip2 = Util.GetGameObject(self.gameObject, "tip"):GetComponent("Text")
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--effect
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self.effect = Util.GetGameObject(self.gameObject, "UI_Effect_YJBK_Zao")
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end
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--绑定事件(用于子类重写)
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function YiJingBaoKu:BindEvent()
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Util.AddOnceClick(self.onekeyBtn, function()
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if self.ActData.selectId == 0 then
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PopupTipPanel.ShowTip(Language[10522])
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return
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end
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NetManager.GetActivityRewardRequest(-1,self.ActData.activityId,function (drop)
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local tempData = self:RebuildAllDrop(drop)
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--self:SetSingleCardData(index,value,tempData)
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local thread=coroutine.start(function()
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coroutine.wait(0.5)
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
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trigger = true
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local len=#tempData
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for key, value in pairs(tempData) do
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if value.sId==BlessingConfig[self.ActData.selectId].Reward[1] then
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self.finalReward.gameObject:SetActive(false)
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if self.itemViewList[18] then
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self.itemViewList[18].gameObject:SetActive(false)
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else
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Util.GetGameObject(self._itemsList[18],"front"):GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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end
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end
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end
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self:Refresh()
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end)
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end)
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end)
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end)
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Util.AddOnceClick(self.zhenqibaogeBtn, function()
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JumpManager.GoJump(40050,nil,self.actId)
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end)
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Util.AddOnceClick(self.addBtn,function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKu,self.ActData,function()
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self:SetFinalReward()
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self:FrontToBack()
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self.refrashBtn:SetActive(self.ActData.selectId ~= 0)
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end)
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end)
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Util.AddOnceClick(self.refrashBtn,function()
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKu,self.ActData,function()
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self:SetFinalReward()
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end)
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end)
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Util.AddOnceClick(self.helpBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.YiJingBaoKu,self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddOnceClick(self.rewardPre,function()
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if self.ActData.selectId == 0 then
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PopupTipPanel.ShowTip(Language[10522])
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return
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end
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.YiJingBaoKuRewardPreview,self.ActData)
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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 YiJingBaoKu:AddListener()
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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 YiJingBaoKu:RemoveListener()
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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 YiJingBaoKu: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 YiJingBaoKu:OnSortingOrderChange()
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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 YiJingBaoKu:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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sortingOrder = _sortingOrder
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Util.AddParticleSortLayer(self.effect, sortingOrder + 1)
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Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder + 1)
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Util.SetParticleSortLayer(self.onekeyBtn, sortingOrder + 1)
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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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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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local image = Util.GetGameObject(self.effect, "UI_Effect_YJBK_Zao/GameObject/Image (2)"):GetComponent("Canvas")
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image.sortingOrder = _sortingOrder + 1
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sortingOrder = _sortingOrder
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self:Refresh()
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end
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function YiJingBaoKu:OnSortingOrderChange(_sortingOrder)
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Util.AddParticleSortLayer(self.effect, _sortingOrder - sortingOrder)
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local image = Util.GetGameObject(self.effect, "UI_Effect_YJBK_Zao/GameObject/Image (2)"):GetComponent("Canvas")
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image.sortingOrder = _sortingOrder + 1
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sortingOrder = _sortingOrder
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end
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--刷新
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function YiJingBaoKu:Refresh()
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self.ActData = DynamicActivityManager.GetBaoKuData()
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CommonActPageManager.ShowIcon(self.zhenqibaogeBtn,self.ActData.activityId)
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if self.ActData.selectId == 0 then--如果没有选择了最终奖励
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self:ResetCardToFront()--把卡片全部翻到正面
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self:InitSetAllCard()--显示所有奖励
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self.tip.text = Language[10523]
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else--选择了最终奖励
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self:ResetCardToBack()--把卡片全部翻到背面
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self:SetFinalReward()--设置最终奖励
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gridList={}
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self:SetCardData()--把抽取过的卡翻过来
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end
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self:TimeCountDown()--时间
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self:AddBackToFrontClick()--增加背面的带点击事件
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trigger = true
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--self.addBtn:GetComponent("Button").enabled = self.ActData.selectId == 0
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LogError("self.ActData.curLevel=="..self.ActData.curLevel)
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self.name.text = Language[10262]..self.ActData.curLevel..Language[10269]
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self.tip2.text = Language[10525]
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local t1 = true
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for i = 1, #self.ActData.finalCardDatas do
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if self.ActData.selectId == self.ActData.finalCardDatas[i].rewardId then
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t1 = false
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end
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end
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self.refrashBtn:SetActive((self.ActData.selectId ~= 0) and t1)
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end
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function YiJingBaoKu:SetCardData()
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LogError("#self.ActData.finalCardDatas=="..#self.ActData.finalCardDatas)
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LogError("#self._itemsList[i]=="..#self._itemsList)
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for i = 1, #self.ActData.finalCardDatas do
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local v = self.ActData.finalCardDatas[i]
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--LogError("v.Id=="..v.Id)
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if v.rewardId ~= 0 then
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if self._itemsList[i] then
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local item = self._itemsList[i]
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local cFront = Util.GetGameObject(item, "front")
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cFront:SetActive(true)
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local cBack = Util.GetGameObject(item, "back")
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if not self.itemViewList[i] then
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self.itemViewList[i] = SubUIManager.Open(SubUIConfig.ItemView,cFront.transform)
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end
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self.itemViewList[i]:OnOpen(false, v.reward, 1.1, false, false, false, sortingOrder)
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self.itemViewList[i].transform.localPosition = Vector2.New(-73.5,78.5)
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cFront:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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cBack:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0))
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self.itemViewList[i].gameObject:SetActive(true)
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end
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else
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table.insert(gridList,v.Id)
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end
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end
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end
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function YiJingBaoKu:SetFinalReward()
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self.ActData = DynamicActivityManager.GetBaoKuData()
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if not self.finalReward then
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self.finalReward = SubUIManager.Open(SubUIConfig.ItemView,self.addBtn.transform)
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end
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self.finalReward:OnOpen(false, BlessingConfig[self.ActData.selectId].Reward, 1.1, false, false, false, sortingOrder)
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self.finalReward.transform.localPosition = Vector2.New(-73.5,78.5)
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self.finalReward.gameObject:SetActive(true)
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self.tip.text = ItemConfig[BlessingConfig[self.ActData.selectId].Reward[1]].Name
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end
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--初始化给所有坑赋值
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function YiJingBaoKu:InitSetAllCard()
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for i = 1, #self._itemsList do
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if self.ActData.initCardDatas[i].reward then
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self:SetSingleCardData(i,self._itemsList[i],self.ActData.initCardDatas[i].reward)
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end
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end
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end
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----单个的卡增加点击
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function YiJingBaoKu:AddBackToFrontClick()
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for index, value in ipairs(self._itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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local cBack = Util.GetGameObject(value, "back")
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local btn = Util.GetGameObject(value, "back/btn")
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Util.AddOnceClick(btn,function()
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--请求奖励
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if BagManager.GetTotalItemNum(1004) <= 0 then
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PopupTipPanel.ShowTip(Language[10526])
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return
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end
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if not trigger then
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return
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end
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trigger = false
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LogYellow("请求的MissionId:"..self.ActData.finalCardDatas[index].Id)
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NetManager.GetActivityRewardRequest(self.ActData.finalCardDatas[index].Id,self.ActData.activityId,function (drop)
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local tempData = self:RebuildDrop(drop)
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self:SetSingleCardData(index,value,tempData)
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local thread=coroutine.start(function()
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self.effect.transform:SetParent(value.transform)
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self.effect:GetComponent("RectTransform").localPosition = Vector3.zero
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self.effect:SetActive(true)
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coroutine.wait(1)
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self.effect:SetActive(false)
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cBack.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
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coroutine.wait(0.3)
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cFront.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
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coroutine.wait(0.2)
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
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trigger = true
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if tempData[1] == BlessingConfig[self.ActData.selectId].Reward[1] then
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self.finalReward.gameObject:SetActive(false)
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if self.itemViewList[18] then
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self.itemViewList[18].gameObject:SetActive(false)
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else
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Util.GetGameObject(self._itemsList[18],"front"):GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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end
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self:Refresh()
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end
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end)
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end)
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end)
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end)
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end
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end
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function YiJingBaoKu:RebuildDrop(drop)
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local tempTable = BagManager.GetTableByBackDropData(drop)
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local reward = {tempTable[1].sId,tempTable[1].num}
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return reward
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end
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function YiJingBaoKu:RebuildAllDrop(drop)
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local tempTable = BagManager.GetTableByBackDropData(drop)
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return tempTable
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end
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--单个翻卡赋值
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function YiJingBaoKu:SetSingleCardData(index,item,reward)
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local root = Util.GetGameObject(item,"front")
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root:SetActive(true)
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if not self.itemViewList[index] then
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self.itemViewList[index] = SubUIManager.Open(SubUIConfig.ItemView,root.transform)
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end
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self.itemViewList[index]:OnOpen(false, reward, 1.1, false, false, false, sortingOrder)
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self.itemViewList[index].transform.localPosition = Vector2.New(-73.5,78.5)
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self.itemViewList[index].gameObject:SetActive(true)
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end
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--所有奖励翻面
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function YiJingBaoKu:FrontToBack()
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local thread=coroutine.start(function()
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for index, value in ipairs(self._itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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cFront.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
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end
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coroutine.wait(0.3)
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for index, value in ipairs(self._itemsList) do
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Util.GetGameObject(value,"front"):SetActive(false)
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local cBack = Util.GetGameObject(value, "back")
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cBack.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
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end
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coroutine.wait(0.3)
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for index, value in ipairs(self._itemsList) do
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value.transform:DOLocalMove(Vector3.New(0,0,0), 0.3)
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end
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coroutine.wait(0.3)
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for index, value in ipairs(self._itemsList) do
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value.transform:DOLocalMove(Vector3.New(self._itemsPosList[index].x,self._itemsPosList[index].y,self._itemsPosList[index].z), 0.3)
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end
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end)
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end
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--把所有卡置为正面
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function YiJingBaoKu:ResetCardToFront()
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for index, value in ipairs(self._itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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cFront:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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end
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for index, value in ipairs(self._itemsList) do
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local cBack = Util.GetGameObject(value, "back")
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cBack:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0))
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end
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end
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--把所有卡置为背面
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function YiJingBaoKu:ResetCardToBack()
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for index, value in ipairs(self._itemsList) do
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local cFront = Util.GetGameObject(value, "front")
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cFront:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0))
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end
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for index, value in ipairs(self._itemsList) do
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local cBack = Util.GetGameObject(value, "back")
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cBack:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
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end
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end
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--时间
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function YiJingBaoKu:TimeCountDown()
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local time = self.ActData.endTime - GetTimeStamp()
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self.leftTime.text = Language[10023]..TimeToFelaxible(time)
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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 = Language[10023]..TimeToFelaxible(time)
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if time < 1 then
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self.timer1:Stop()
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self.timer1 = nil
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self:ClosePanel()
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end
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time = time -1
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end, 1, -1, true)
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self.timer1:Start()
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end
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function YiJingBaoKu:OnClose()
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self.gameObject:SetActive(false)
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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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end
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--界面销毁时调用(用于子类重写)
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function YiJingBaoKu:OnDestroy()
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self.spLoader:Destroy()
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self._itemsList = {}
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self._itemsPosList={}
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self.itemViewList = {}
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self.finalReward = nil
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end
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return YiJingBaoKu |