miduo_client/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelTrialPanel.lua

213 lines
7.5 KiB
Lua

local FightLevelTrialPanel = {}
local STATE = {
[0] = {Img = "Btn_hz_cheng_01",text = "前往"},
[1] = {Img = "Btn_hz_cheng_01",text = Language[11948]},
[2] = {Img = "Btn_hz_hui_01",text = Language[10101]},
}
function FightLevelTrialPanel:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = FightLevelTrialPanel })
return b
end
--初始化组件(用于子类重写)
function FightLevelTrialPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
--self.btnBack = Util.GetGameObject(self.gameObject,"BackBtn")
self.nextStar = Util.GetGameObject(self.gameObject,"bg/text/num"):GetComponent("Text")
self.Text = Util.GetGameObject(self.gameObject,"bg/text/Text"):GetComponent("Text")
self.di = Util.GetGameObject(self.gameObject,"bg/text/di")
self.xing = Util.GetGameObject(self.gameObject,"bg/text/xing")
self.curStar = Util.GetGameObject(self.gameObject,"goBtn/num"):GetComponent("Text")
self.Scroll = Util.GetGameObject(self.gameObject,"Scroll")
self.leftTime = Util.GetGameObject(self.gameObject,"LeftTime"):GetComponent("Text")
self.itemPre = Util.GetGameObject(self.gameObject,"itemPre")
self.goBtn = Util.GetGameObject(self.gameObject,"goBtn")
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
local rootHight = self.Scroll.transform.rect.height
local width = self.Scroll.transform.rect.width
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.Scroll.transform,
self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
self.ScrollView.moveTween.MomentumAmount = 1
self.ScrollView.moveTween.Strength = 2
self.itemList = {}
end
--绑定事件(用于子类重写)
function FightLevelTrialPanel:BindEvent()
-- Util.AddClick(self.btnBack, function()
-- self:ClosePanel()
-- end)
Util.AddClick(self.goBtn, function()
UIManager.OpenPanel(UIName.FightLevelChapterPanel)
end)
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.ShanHeShiLian, self.helpPosition.x,self.helpPosition.y)
end)
end
--添加事件监听(用于子类重写)
function FightLevelTrialPanel:AddListener()
end
--移除事件监听(用于子类重写)
function FightLevelTrialPanel:RemoveListener()
end
function FightLevelTrialPanel:OnSortingOrderChange()
end
--界面打开时调用(用于子类重写)
function FightLevelTrialPanel:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function FightLevelTrialPanel:OnShow()
self.gameObject:SetActive(true)
self.sortingOrder = _sortingOrder or self.sortingOrder
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups,"PageType",self.actConfig.PageType,"ActiveType",self.actConfig.ActiveType,"ActId",id)
if config then
self.actConfig = config
end
end
end
end
self:Refresh(true,true)
end
function FightLevelTrialPanel:Refresh(isTop,isAni)
self.actData = CommonActPageManager.GetData(ActivityTypeDef.ShanHeShiLian)
self:SetNumbers()
self:SetRewards(isTop,isAni)
end
function FightLevelTrialPanel:SetNumbers()
self.curStar.text = FightLevelManager.GetAllChapterStars()
self.nextStar.text = FightLevelManager.GetNextMissionStar()
local bool = FightLevelManager.GetNextMissionStar() ~= 0
self.nextStar.gameObject:SetActive(bool)
self.di:SetActive(bool)
self.xing:SetActive(bool)
if bool then
self.Text.text = "距离下档奖励还有"
else
self.Text.text = "已达成全部目标"
end
--设置时间
if self.timer then
self.timer:Stop()
self.timer = nil
end
local time =self.actData.endTime - GetTimeStamp()
self.leftTime.text = string.format(Language[10512].."%s",TimeToFelaxible(time))
self.timer = Timer.New(function ()
time = time - 1
self.leftTime.text = string.format(Language[10512].."%s",TimeToFelaxible(time))
if time <= 0 then
self:OnClose()
end
end,1,-1,true)
self.timer:Start()
end
function FightLevelTrialPanel:SetRewards(isTop,isAni)
self.ScrollView:SetData(self.actData.rewards, function (index, go)
self:SingleDataShow(go, self.actData.rewards[index],index)
end,not isTop,not isAni)
end
function FightLevelTrialPanel:SingleDataShow(item,data,index)
local starNum = Util.GetGameObject(item,"num"):GetComponent("Text")
local reward = Util.GetGameObject(item,"reward")
local getBtn = Util.GetGameObject(item,"getBtn")
local btnImage = Util.GetGameObject(item,"getBtn"):GetComponent("Image")
local btnText = Util.GetGameObject(item,"getBtn/Text"):GetComponent("Text")
local redpoint = Util.GetGameObject(item,"getBtn/redpoint")
local state = 0
redpoint.gameObject:SetActive(false)
if data.state == 1 then
state = 2
elseif data.otherData.Values[1][1] > FightLevelManager.GetAllChapterStars() then
state = 0
else
state = 1
redpoint.gameObject:SetActive(true)
end
starNum.text = data.otherData.Values[1][1]
btnImage.sprite = self.spLoader:LoadSprite(STATE[state].Img)
btnText.text = STATE[state].text
if not self.itemList[item] then
self.itemList[item] = {}
end
for i = 1, #self.itemList[item] do
self.itemList[item][i].gameObject:SetActive(false)
end
for i = 1, #data.otherData.Reward do
if not self.itemList[item][i] then
self.itemList[item][i] = SubUIManager.Open(SubUIConfig.ItemView,reward.transform)
end
self.itemList[item][i].gameObject:SetActive(true)
self.itemList[item][i]:OnOpen(false, data.otherData.Reward[i], 0.8,false,false,false,self.sortingOrder)
end
Util.AddOnceClick(getBtn,function ()
if state == 0 then
--PopupTipPanel.ShowTip("请前往山河社稷图获取更多星星!")
UIManager.OpenPanel(UIName.FightLevelChapterPanel)
elseif state == 1 then
NetManager.GetActivityRewardRequest(data.missionId,self.actData.activityId,function (_drop)
UIManager.OpenPanel(UIName.RewardItemPopup,_drop,1,function()
self:Refresh(false,false)
end)
end)
end
end)
getBtn:GetComponent("Button").interactable = state ~= 2
end
--界面关闭时调用(用于子类重写)
function FightLevelTrialPanel:OnClose()
if self.timer then
self.timer:Stop()
self.timer = nil
end
self.gameObject:SetActive(false)
end
--界面销毁时调用(用于子类重写)
function FightLevelTrialPanel:OnDestroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
self.itemList = {}
self.spLoader:Destroy()
end
return FightLevelTrialPanel