miduo_client/Assets/ManagedResources/~Lua/Modules/FirstRecharge/FirstRechargePanel.lua

471 lines
18 KiB
Lua

--[[
* @ClassName FirstRechargePanel
* @Description 首充
* @Date 2019/6/3 11:45
* @Author MagicianJoker, fengliudianshao@outlook.com
* @Copyright Copyright (c) 2019, MagicianJoker
--]]
local DayRewardItem = require("Modules/FirstRecharge/DayRewardItem")
local rechargeConfig=ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig)
---@class FirstRechargePanel
local FirstRechargePanel = quick_class("FirstRechargePanel", BasePanel)
local rechargeId=0
local kMaxTab, kMaxDay = 2, 3
local isPay=false
local TextColorDef = {
[1] = Color.New(48 / 255, 31 / 255, 33 / 255, 1),
[2] = Color.New(246 / 255, 235 / 255, 179 / 255, 1)
}
local orginLayer
local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
local TipConfig = {
[MoneyType.RMB] = {
[1] = "s_shouchong_anniuzi6_zh",
[2] = "s_shouchong_anniuzi100_zh",
[3] = "s_shouchong_anniuzi200_zh",
[4] = "s_shouchong_anniuzi500_zh",
},
[MoneyType.USD] = {
[1] = "s_shouchong_$1_zh",
[2] = "s_shouchong_15_zh"
},
[MoneyType.RMB] = {
[1] = "s_shouchong_anniuzi6_zh",
[2] = "s_shouchong_anniuzi100_zh",
[3] = "s_shouchong_anniuzi200_zh",
[4] = "s_shouchong_anniuzi500_zh",
},
}
local heroImage={
[1]="UI_hz_zhonghe40",
[2]="UI_hz_zhonghe40",
[3]="UI_hz_zhonghe40",
[4]="UI_hz_zhonghe40",
}
--
local _MoneyDataNum = {}
function FirstRechargePanel:InitComponent()
self.spLoader = SpriteLoader.New()
orginLayer = 0
self.frame = Util.GetGameObject(self.transform, "frame")
self.closeBtn = Util.GetGameObject(self.transform, "closeBtn")
self.heroPreviewBtn = Util.GetGameObject(self.transform, "yulan/heroPreviewBtn")
self.tenProBtn = Util.GetGameObject(self.transform, "frame/tenProBtn")
self.btn_close = Util.GetGameObject(self.transform, "frame/btn_close")
self.stageImage6 = Util.GetGameObject(self.transform, "frame/stageImage/Image1"):GetComponent("Image")
self.stageImage30 = Util.GetGameObject(self.transform, "frame/stageImage/Image2"):GetComponent("Image")
self.stageImage100 = Util.GetGameObject(self.transform, "frame/stageImage/Image3"):GetComponent("Image")
self.stageImage200 = Util.GetGameObject(self.transform, "frame/stageImage/Image4"):GetComponent("Image")
self.hero = Util.GetGameObject(self.transform, "frame/bg_live1/Image"):GetComponent("Image")
self.stageImage6.sprite = self.spLoader:LoadSprite(TipConfig[MoneyUtil.MT][1])
self.stageImage30.sprite = self.spLoader:LoadSprite(TipConfig[MoneyUtil.MT][2])
self.stageImage100.sprite = self.spLoader:LoadSprite(TipConfig[MoneyUtil.MT][3])
self.stageImage200.sprite = self.spLoader:LoadSprite(TipConfig[MoneyUtil.MT][4])
self.stageImage6:SetNativeSize()
self.stageImage30:SetNativeSize()
self.stageImage100:SetNativeSize()
self.stageImage200:SetNativeSize()
--topPart
-- self.itemPos = Util.GetGameObject(self.transform, "frame/itemPos")
-- self.itemInfo = SubUIManager.Open(SubUIConfig.ItemView, self.itemPos.transform)
-- self.nameIcon = Util.GetGameObject(self.transform, "frame/bg/topPart/nameIcon"):GetComponent("Image")
-- self.rewardValue = Util.GetGameObject(self.transform, "frame/bg/topPart/tipsBg/value"):GetComponent("Text")
--midPart
self.tabs = {}
self.selectTabs = {}
self.tabTitles = {}
self.tabRedPoint = {}
for i = 1, kMaxTab do
self.tabs[i] = Util.GetGameObject(self.transform, "frame/tabsContent/tabs_" .. i)
self.selectTabs[i] = Util.GetGameObject(self.tabs[i], "selected")
self.tabTitles[i] = Util.GetGameObject(self.tabs[i], "title"):GetComponent("Text")
self.tabRedPoint[i] = Util.GetGameObject(self.tabs[i], "redPoint")
-- self.tabs[i]:GetComponent(Text)
end
self.selectTabIndex = -1
self.rewardDay = Util.GetGameObject(self.transform, "frame/rewardBg/rewardDay")
self.rewardGrid = Util.GetGameObject(self.transform, "frame/rewardBg/rewardBg")
self.rewardGridPos = self.rewardGrid.transform.localPosition
self.itemWidth = self.rewardGrid:GetComponent("HorizontalLayoutGroup").spacing
self.preList={}
self.dayRewardList = {}
for i = 1, 4 do
table.insert(self.preList,Util.GetGameObject(self.transform, "frame/tabsContent/tabs_"..i))
end
--bottomPart
self.reChargeBtn = Util.GetGameObject(self.transform, "frame/rechargeBtn1")
self.reChargeTxt = Util.GetGameObject(self.transform, "frame/rechargeBtn1/Text"):GetComponent("Text")
self.reChargeTips = Util.GetGameObject(self.transform, "frame/tips"):GetComponent("Text")
self.reChargeTips.gameObject:SetActive(false)
self.effect = Util.GetGameObject(self.transform, "frame/effect")
self.ani = self.transform:GetComponent("Animator")
-- effectAdapte(Util.GetGameObject(self.effect, "Partical/ziti mask (1)"))
BindLightFlash(Util.GetGameObject(self.effect, "saoguang"), Util.GetGameObject(self.frame, "bg_piaodai/Image (3)"))
BindLightFlash(Util.GetGameObject(self.effect, "saoguang (1)"), self.reChargeBtn)
end
function FirstRechargePanel:BindEvent()
Util.AddClick(self.closeBtn, function()
--self:ClosePanel()
end)
Util.AddClick(self.btn_close, function()
self:ClosePanel()
end)
Util.AddClick(self.reChargeBtn, function()
self:OnRechargeBtnClicked()
end)
for i = 1, kMaxTab do
Util.AddClick(self.tabs[i], function()
self:OnTabClicked(i)
end)
end
Util.AddClick(self.heroPreviewBtn, function()
local fakeId = tonumber(1008)
local fdata, fseed = BattleManager.GetFakeBattleData(fakeId)
local testFightData = {
fightData = fdata,
fightSeed = fseed,
fightType = 0,
maxRound = 20
}
UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test)
end)
Util.AddClick(self.tenProBtn, function()
local heroId = 0
for _, rewardInfo in ConfigPairs(activityRewardConfig) do
if rewardInfo.ActivityId == ActivityTypeDef.FirstRecharge then--ActivityTypeDef.AccumulativeRecharge then
heroId = rewardInfo.Reward[1][1]
break
end
end
UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroId,10)
end)
end
function FirstRechargePanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.effect, self.sortingOrder - orginLayer)
orginLayer = self.sortingOrder
--特效穿透特殊处理
-- if self.itemInfo then
-- self.itemInfo:SetEffectLayer( self.sortingOrder)
-- end
-- for i = 1, #self.dayRewardList do
-- self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
-- end
end
local fun = nil
function FirstRechargePanel:OnOpen(context,_fun)
self.isPlayAnim = true
context = context and context or {}
self.selectTabIndex = context.tabIndex and context.tabIndex or 1
-- self:SetOncePart()
fun = _fun
local qyTime = 0
if not FirstRechargeManager.GetAnimFlag("FirstRechargeAnim") then
--SoundManager.PlaySound(SoundConfig.UI_Hd_swk)
--qyTime = 1.5
FirstRechargeManager.SetAnimFlag("FirstRechargeAnim")
end
self.frame:SetActive(false)
self.effect:SetActive(false)
self.ani.enabled = false
self.closeBtn:GetComponent("Button").enabled = false
-- self.tabs[1]:SetActive(false)
Timer.New(function ()
self.frame:SetActive(true)
self.effect:SetActive(true)
self.ani.enabled = true
end, qyTime):Start()
Timer.New(function ()
--self.tabs[1]:SetActive(true)
self.closeBtn:GetComponent("Button").enabled = true
end, qyTime + 1):Start()
end
function FirstRechargePanel:OnShow()
--self.reChargeTips.text = string.format("已充值 %s 元", FirstRechargeManager.GetAccumRechargeValue())
self.activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FirstRecharge)
local AccumRecharge = 0
if not self.activityInfo then
self:ClosePanel()
return
end
_MoneyDataNum = {}
for _, missInfo in ipairs(self.activityInfo.mission) do
if missInfo and missInfo.progress then
-- 获取充值额度
AccumRecharge = missInfo.progress
--LogError("missInfo.missionId=="..missInfo.missionId)
-- 构建数据
local money = activityRewardConfig[missInfo.missionId].Values[1][1]
--LogError("money===="..money)
--local index = FirstRechargeManager.GetFirstRechargeIndexByMoney(money)
local index=0
if money==10000 then
index=1
else
index=2
end
if _MoneyDataNum[index]==nil then
_MoneyDataNum[index] = {}
end
table.insert(_MoneyDataNum[index], missInfo)
end
end
-- 判断数据
local minIndex=1
for index, dataList in pairs(_MoneyDataNum) do
if dataList and #dataList > 0 then
-- 排序
table.sort(dataList,function(a,b)
return a.missionId < b.missionId
end)
local isAll=true
for key, value in pairs(dataList) do
if value.state~=1 then
isAll=false
end
end
if isAll then
-- table.remove(_MoneyDataNum,index)
self.preList[index]:SetActive(false)
else
-- 找到最小的
if not minIndex or index < minIndex then
minIndex = index
end
end
end
end
-- 如果想看的不存在就显示最小的
-- if not _MoneyDataNum[self.selectTabIndex] or #_MoneyDataNum[self.selectTabIndex] <= 0 then
if self.selectTabIndex==1 then
self.selectTabIndex = minIndex
end
--end
self.reChargeTips.text = Language[10664]..string.format(MoneyUtil.GetMoneyUnitName(),AccumRecharge)--string.format(Language[10665], AccumRecharge)
self:OnTabChanged(self.selectTabIndex)
for i = 1, kMaxTab do
self:SetTabRedPointStatus(i)
end
-- 判断页签切换是否显示
Util.GetGameObject(self.transform, "frame/tabsContent"):SetActive(table.nums(_MoneyDataNum)>1)
end
function FirstRechargePanel:OnTabClicked(index)
if self.selectTabIndex == index then
return
end
self:OnTabChanged(index)
end
function FirstRechargePanel:OnTabChanged(index)
LogError("index==================="..index)
self.hero.sprite=self.spLoader:LoadSprite(heroImage[index])
for i, select in ipairs(self.selectTabs) do
select:SetActive(i == index)
end
if index==4 then
self.heroPreviewBtn:SetActive(false)
else
self.heroPreviewBtn:SetActive(true)
end
local money=0
for i, title in ipairs(self.tabTitles) do
title.color = i == index and TextColorDef[2] or TextColorDef[1]
--local money = FirstRechargeManager.GetFirstRechargeMoneyByIndex(i)
if i==1 then
title.text ="超值首充"
elseif i==2 then
title.text ="豪华首充"
end
end
if index==1 then
money=10000
elseif index==2 then
money=20000
end
self.stageImage6.gameObject:SetActive(index == 5)
self.stageImage30.gameObject:SetActive(index == 5)
self.stageImage100.gameObject:SetActive(index == 5)
self.stageImage200.gameObject:SetActive(index == 5)
self:ShowContent(index)
self.selectTabIndex = index
local AccumRecharge = 0
self.offsetIndex = 0
--local money = FirstRechargeManager.GetFirstRechargeMoneyByIndex(index)
rechargeId=money
local tempData = _MoneyDataNum[index]
isPay=false
for _, missInfo in ipairs(tempData) do
if missInfo and missInfo.progress and activityRewardConfig[missInfo.missionId].Values[1][1] == money then
AccumRecharge = missInfo.progress
LogError("missionInfo.state=="..missInfo.state)
-- if AccumRecharge >= activityRewardConfig[missInfo.missionId].Values[1][1] then
-- local day = GetTimePass(FirstRechargeManager.GetRechargeTime())--FirstRechargeManager.GetRechargeTime()
-- if missInfo.state ~= 1 and activityRewardConfig[missInfo.missionId].Values[1][2] <= day then
-- self.offsetIndex = _
-- break
-- end
-- end
if missInfo.state>0 then
isPay=true
end
end
end
if isPay then
self.reChargeTxt.text=Language[10514]
else
self.reChargeTxt.text=rechargeConfig[money].Price..Language[11358]
end
if self.offsetIndex == 0 then
self.offsetIndex = 1
end
if self.isPlayAnim then
self.isPlayAnim = false
local vec = self.rewardGrid.transform.localPosition
vec.x = self.rewardGridPos.x - #tempData * self.itemWidth
self.rewardGrid.transform.localPosition = vec
local x = self.rewardGridPos.x - (self.offsetIndex - 1) * self.itemWidth
local vec2 = Vector3.New(x,self.rewardGridPos.y,self.rewardGridPos.z)
-- --self.tween = self.rewardGrid.gameObject.transform:DOLocalMove(vec2, 0.5):OnStart(function() end):OnUpdate(function() --TODO:测试速度
-- end):OnComplete(function ()
-- --self.rewardGrid.transform.localPosition = vec2
-- end)
else
local x = self.rewardGridPos.x - (self.offsetIndex - 1) * self.itemWidth
local vec2 = Vector3.New(x,self.rewardGridPos.y,self.rewardGridPos.z)
--self.rewardGrid.transform.localPosition = vec2
end
end
function FirstRechargePanel:ShowContent(index)
local tempData = {}
for _, missionInfo in ipairs(_MoneyDataNum[index]) do
table.insert(tempData, activityRewardConfig[missionInfo.missionId])
end
-- self.rewardValue.text = tempData[1].TotalValues
for i, dayRewardItem in ipairs(self.dayRewardList) do
dayRewardItem.gameObject:SetActive(false)
end
for i = 1,math.max(#self.dayRewardList,#tempData) do
if not tempData[i] then
self.dayRewardList[i].gameObject:SetActive(false)
else
if not self.dayRewardList[i] then
--local go = newObjToParent(self.rewardDay,self.rewardGrid)
local go=self.rewardGrid.transform:GetChild(i-1).gameObject
self.dayRewardList[i] = DayRewardItem.new(self,go)
end
self.dayRewardList[i].gameObject:SetActive(true)
self.dayRewardList[i]:SetValue(tempData[i],self.sortingOrder)
end
end
end
-- function FirstRechargePanel:SetOncePart()
-- for _, rewardInfo in ConfigPairs(activityRewardConfig) do
-- if rewardInfo.ActivityId == ActivityTypeDef.FirstRecharge then
-- self.itemInfo:OnOpen(false, rewardInfo.Reward[1], 1,false,false,false,self.sortingOrder)
-- break
-- end
-- end
-- end
function FirstRechargePanel:OnRechargeBtnClicked()
if isPay then
return
end
PayManager.Pay(rechargeId,function()
--self:OnShow()
self.activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FirstRecharge)
_MoneyDataNum = {}
for _, missInfo in ipairs(self.activityInfo.mission) do
if missInfo and missInfo.progress then
-- 获取充值额度
AccumRecharge = missInfo.progress
--LogError("missInfo.missionId=="..missInfo.missionId)
-- 构建数据
local money = activityRewardConfig[missInfo.missionId].Values[1][1]
--LogError("money===="..money)
--local index = FirstRechargeManager.GetFirstRechargeIndexByMoney(money)
local index=0
if money==10000 then
index=1
else
index=2
end
if _MoneyDataNum[index]==nil then
_MoneyDataNum[index] = {}
end
table.insert(_MoneyDataNum[index], missInfo)
end
end
self.reChargeTips.text = Language[10664]..string.format(MoneyUtil.GetMoneyUnitName(),AccumRecharge)--string.format(Language[10665], AccumRecharge)
self:OnTabChanged(self.selectTabIndex)
for i = 1, kMaxTab do
self:SetTabRedPointStatus(i)
end
-- 判断页签切换是否显示
Util.GetGameObject(self.transform, "frame/tabsContent"):SetActive(table.nums(_MoneyDataNum)>1)
end)
--JumpManager.GoJump(36004)
-- if not ShopManager.IsActive(SHOP_TYPE.SOUL_STONE_SHOP) then
-- PopupTipPanel.ShowTip(Language[10422])
-- return
-- end
-- self:ClosePanel()
-- if SERVER_VERSION == 1 then
-- JumpManager.GoJump(36010)
-- else
-- if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XinRenShop) then
-- JumpManager.GoJump(36012)
-- else
-- JumpManager.GoJump(36008)
-- end
-- end
end
function FirstRechargePanel:SetTabRedPointStatus(tabIndex)
--LogError("tabIndex=="..tabIndex)
local redPointStatus = FirstRechargeManager.GetRedPointStatus(tabIndex)
self.tabRedPoint[tabIndex]:SetActive(redPointStatus)
end
--界面关闭时调用(用于子类重写)
function FirstRechargePanel:OnClose()
if fun then
fun()
fun = nil
end
self.rewardGrid.transform.localPosition = self.rewardGridPos
end
function FirstRechargePanel:OnDestroy()
self.spLoader:Destroy()
for i = 1, kMaxDay do
self.dayRewardList[i]:Dispose()
end
self.dayRewardList = {}
end
return FirstRechargePanel