269 lines
11 KiB
Lua
269 lines
11 KiB
Lua
require("Base/BasePanel")
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FightLevelChapterPanel = Inherit(BasePanel)
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local this = FightLevelChapterPanel
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local chapterConfig=ConfigManager.GetConfig(ConfigName.HardStageChapter)
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local orginLayer
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local curChapterId = 0
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local npc
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--初始化组件(用于子类重写)
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function FightLevelChapterPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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-- this.hintTxt = Util.GetGameObject(self.gameObject, "hintTxt"):GetComponent("Text")
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-- this.maxTxt = Util.GetGameObject(self.gameObject, "maxTxt2"):GetComponent("Text")
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-- this.maxTxt.gameObject:SetActive(true)
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self.sortBtn = Util.GetGameObject(self.gameObject, "sortBtn")
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self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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self.helpPos = self.helpBtn:GetComponent("RectTransform").localPosition
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this.starNumText = Util.GetGameObject(self.gameObject, "rightUp/starNumText"):GetComponent("Text")
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "middle/rect").transform,
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this.prb, nil, Vector2.New(1080, 1865.8), 1, 1, Vector2.New(0,0))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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-- 奖励按钮
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self.rewardBtn = Util.GetGameObject(self.gameObject, "rewardBtn")
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self.rewardRedPot = Util.GetGameObject(self.gameObject, "rewardBtn/red")
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self.rewardTai = Util.GetGameObject(self.gameObject, "rewardBtn/Tai"):GetComponent("Image")
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self.rewardTextBg = Util.GetGameObject(self.gameObject, "rewardBtn/TextBg"):GetComponent("Image")
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self.rewardTip = Util.GetGameObject(self.gameObject, "rewardBtn/Text"):GetComponent("Text")
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self.rewardKaiQi = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/UI_Effect_BaoXiang_KaiQi")
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self.rewardKeKaiQi = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/UI_Effect_BaoXiang_KeKaiQi")
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self.rewardOpen = Util.GetGameObject(self.gameObject, "rewardBtn/BoxBtn1/open")
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end
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--绑定事件(用于子类重写)
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function FightLevelChapterPanel:BindEvent()
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Util.AddClick(self.btnBack, function()
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FightLevelManager.curSelect = 0
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self:ClosePanel()
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end)
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.FightLevel,self.helpPos.x,self.helpPos.y)
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end)
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Util.AddClick(self.sortBtn, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[15],1)
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end)
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Util.AddClick(self.rewardBtn, function()
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local data = FightLevelManager.GetDailyRewardData()
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if not data then
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PopupTipPanel.ShowTip("今日已领取,请明日再来!")
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return
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end
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.BuyShanHeSheJiTuGetRewardTimes,function()
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-- 请求领取奖励
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self.rewardKeKaiQi:SetActive(false)
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self.rewardOpen:SetActive(false)
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self.rewardKaiQi:SetActive(false)
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self.rewardKaiQi:SetActive(false)
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end)
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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 FightLevelChapterPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
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BindRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
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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 FightLevelChapterPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.FightLevel.DailyRewardStateChange, self.SetDailyRewardShow, self)
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ClearRedPointObject(RedPointType.FightLevelDailyReward, self.rewardRedPot)
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end
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function FightLevelChapterPanel:OnSortingOrderChange()
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Util.SetParticleSortLayer(self.rewardKaiQi, self.sortingOrder + 1)
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Util.SetParticleSortLayer(self.rewardKeKaiQi, self.sortingOrder + 1)
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orginLayer = self.sortingOrder
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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 FightLevelChapterPanel:OnOpen()
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-- LogYellow(bit.band(1,3))
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-- LogYellow(bit.band(2,3))
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-- LogYellow(bit.band(4,3))
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-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
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PlayerPrefs.SetInt(PlayerManager.uid.."openFightLevelTime",1)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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-- SoundManager.PlayMusic(SoundConfig.BGM_Main)
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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 FightLevelChapterPanel:OnShow()
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this.OnShowPanel()
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end
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function this.OnShowPanel()
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local curTime=GetTimeStamp()
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local hint
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local maxChapterId=4
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local day=-1
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local allChapterId=0
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for _, config in ConfigPairs(chapterConfig) do
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if curTime>PlayerManager.GetServerOpenTime()+config.OpenTime*24*60*60 then
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hint=config.OpenNumber
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--if maxChapterId==0 then
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if day~=config.OpenTime-1 then
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day=config.OpenTime-1
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maxChapterId=config.Id
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end
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--maxChapterId=config.Id
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--end
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end
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allChapterId=config.Id
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end
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--this.hintTxt.text=hint
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SoundManager.PlayMusic(SoundConfig.BGM_Main)
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this.starNumText.text = FightLevelManager.GetAllChapterStars()
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curChapterId = FightLevelManager.GetCurChapterId()
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LogError("curChapterId========="..curChapterId.." maxChapterId=="..maxChapterId)
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-- this.maxTxt.gameObject:SetActive(false)
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-- if curChapterId==maxChapterId then
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-- LogError("11111111111111111111111111111111111111")
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-- this.maxTxt.gameObject:SetActive(true)
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-- this.maxTxt.text="今日已达上限,关卡将与次日开启"
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-- end
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-- if curChapterId==allChapterId then
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-- this.maxTxt.gameObject:SetActive(true)
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-- this.maxTxt.text="已达最终关卡"
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-- end
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local allData = FightLevelManager.GetChapterData()
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this.ScrollView:SetData(allData, function (index, go)
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this.SingleChapterDataShow(go, allData[index],index)
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end,true,true)
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if FightLevelManager.curSelect > 0 then
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this.ScrollView:SetShow(FightLevelManager.curSelect)
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else
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local curIndex = FightLevelManager.GetCurChapterId()
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this.ScrollView:SetShow(curIndex)
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end
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-- 设置每日奖励显示
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this:SetDailyRewardShow()
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end
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function this.SingleChapterDataShow(go, data,index)
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local playerParent = Util.GetGameObject(go, "playerParent")
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local cur = Util.GetGameObject(go, "cur")
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local open = Util.GetGameObject(go, "open")
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local lock = Util.GetGameObject(go, "lock")
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local curIndexImageParent = Util.GetGameObject(go, "curIndexImageParent")
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local curCurIndexImageList = {}
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for i = 1, 3 do
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curCurIndexImageList[i] = Util.GetGameObject(curIndexImageParent, "curIndexImage (" .. i .. ")")
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curCurIndexImageList[i]:SetActive(false)
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end
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local curTime=GetTimeStamp()
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local isTimeOpen= curTime>=PlayerManager.GetServerOpenTime()+data.config.OpenTime*24*60*60
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Util.GetGameObject(go, "redPoint"):SetActive(FightLevelManager.GetSingleChapterRewardBoxRedPoint(data.chapterId))
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if curChapterId == data.chapterId then
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if npc then
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npc:OnClose()
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npc = nil
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end
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local PlayerLiveViewData = {
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-- ride = PlayerManager.GetPlayerRide(),
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skin = PlayerManager.GetPlayerSkin(),
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sex = NameManager.roleSex,
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-- designation = PlayerManager.GetPlayerDesignation()
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}
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npc = PlayerLiveView:New(playerParent.transform,2, PlayerLiveViewData,this.sortingOrder)
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-- npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_LEFT)
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if data.userMount and data.userMount > 0 and data.userMount ~= PlayerRide.YUJIAN then
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npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_LEFT)
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else
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npc:OnOpen(GetPlayerRoleSingleConFig().Scale6,Vector3.New(0,0,0),WALK_DIR.IDLE_FRONT)
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end
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end
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if curChapterId == data.chapterId then
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playerParent.gameObject:SetActive(false)
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else
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playerParent.gameObject:SetActive(false)
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end
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cur:SetActive(false)
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open:SetActive(false)
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lock:SetActive(false)
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curIndexImageParent:SetActive(curChapterId >= data.chapterId)
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if curCurIndexImageList[#data.config.BigNumber] then
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for i = 1, #data.config.BigNumber do
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Util.GetGameObject(curCurIndexImageList[#data.config.BigNumber], "curIndexImage (0" .. i .. ")"):GetComponent("Image").sprite = this.spLoader:LoadSprite(data.config.BigNumber[i])
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end
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end
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Util.GetGameObject(go, "chapterImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(data.config.Map)
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Util.GetGameObject(go, "star/starNum"):GetComponent("Text").text = data.stars.."/"..data.curMaxStarNum
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Util.GetGameObject(go, "chapterName"):GetComponent("Text").text = data.config.Name
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Util.SetGray(go, curChapterId < data.chapterId)
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Util.AddOnceClick(go, function()
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if data.config.Open == -1 then
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PopupTipPanel.ShowTip(Language[11131])
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return
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end
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if PlayerManager.level < data.config.Open then
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PopupTipPanel.ShowTip(string.format("到达%s级后解锁!",data.config.Open))
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return
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end
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if not isTimeOpen then
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PopupTipPanel.ShowTip(string.format("开服%s天后解锁!",data.config.OpenTime))
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return
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end
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if curChapterId >= data.chapterId then
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UIManager.OpenPanel(UIName.FightLevelSingleChapterPanel,data.chapterId)
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FightLevelManager.curSelect = index
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elseif curChapterId < data.chapterId then
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PopupTipPanel.ShowTip("通关上一章后解锁!")
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end
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end)
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end
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-- 设置日常奖励显示
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function FightLevelChapterPanel:SetDailyRewardShow()
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local data = FightLevelManager.GetDailyRewardData()
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if data then
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self.rewardTip.text = string.format("<color=%s>%s</color>", UIColorStr.GREEN, "可领取")
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self.rewardKaiQi:SetActive(false)
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self.rewardKeKaiQi:SetActive(false)
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self.rewardOpen:SetActive(false)
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self.rewardTai.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_zhongbiao")
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-- self.rewardTextBg.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_biaoxiamingzidi")
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else
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self.rewardTip.text = string.format("<color=%s>%s</color>", UIColorStr.YELLOW, "明日刷新")
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self.rewardKaiQi:SetActive(false)
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self.rewardKeKaiQi:SetActive(false)
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self.rewardOpen:SetActive(true)
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self.rewardTai.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_zhongbiao_01")
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-- self.rewardTextBg.sprite = this.spLoader:LoadSprite("s_shanhe_xiaoditu_biaoxiamingzidi_01")
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end
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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 FightLevelChapterPanel:OnClose()
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FightLevelManager.curSelect = 0
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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 FightLevelChapterPanel:OnDestroy()
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if npc then
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npc:OnClose()
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end
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SubUIManager.Close(this.UpView)
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this.spLoader:Destroy()
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end
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return FightLevelChapterPanel |