225 lines
8.1 KiB
Lua
225 lines
8.1 KiB
Lua
require("Base/BasePanel")
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QuanMinFLPanel = Inherit(BasePanel)
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local this= QuanMinFLPanel
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local sortingOrder = 0
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local rewardNameConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)--读取奖励名称信息
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local GlobalActivity = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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local actRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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local UniversalWelfareConfig=ConfigManager.GetConfig(ConfigName.UniversalWelfareConfig)
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local rechargeConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.RechargeCommodityConfig,"Type",GoodsTypeDef.GrowthReward)
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-- function QuanMinFLPanel: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 = GrowthGiftPage })
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-- return b
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-- end
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--初始化组件(用于子类重写)
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function QuanMinFLPanel:InitComponent()
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self.spLoader = SpriteLoader.New()
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--定义头部文字和按钮
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self.bg = Util.GetGameObject(self.gameObject, "rzyBg")
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self.titleBgIma = Util.GetGameObject(self.bg,"bg"):GetComponent("Image")
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--滚动条和预设
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--self.scrollItem = Util.GetGameObject(self.gameObject, "rzyBg/scrollItem")
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self.itemPre = Util.GetGameObject(self.gameObject, "rzyBg/ItemPre")
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self.grid = Util.GetGameObject(self.gameObject, "rzyBg/scrollItem/grid")
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self.btn_close=Util.GetGameObject(self.gameObject, "rzyBg/btn_return")
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self.hintTxt=Util.GetGameObject(self.gameObject, "rzyBg/hintTxt"):GetComponent("Text")
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--设置滚动条
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--local rootHight = self.scrollItem.transform.rect.height
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--local width = self.scrollItem.transform.rect.width
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-- self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollItem.transform,
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-- self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
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--self.scrollView.moveTween.MomentumAmount = 1
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--self.scrollView.moveTween.Strength = 2
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self.prelist={}
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self.itemsList={}
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end
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--绑定事件(用于子类重写)
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function QuanMinFLPanel:BindEvent()
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Util.AddClick(self.btn_close, function()
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CheckRedPointStatus(RedPointType.GrowthGift)
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CheckRedPointStatus(RedPointType.recruitTreasure)
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self:ClosePanel()
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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 QuanMinFLPanel: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 QuanMinFLPanel:RemoveListener()
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end
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local stateSort = {
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[1] = 3,
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[2] = 1,
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[0] = 2,
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[-1] = 2,
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}
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--界面打开时调用(用于子类重写)
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function QuanMinFLPanel:OnOpen(activityId)
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local missionList={}
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self.titleBgIma.sprite=self.spLoader:LoadSprite("GM_qmfl_banner_zh")
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local activityData=ActivityGiftManager.GetActivityInfoByType(10502)
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if activityData and activityData.mission then
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for i = 1, #activityData.mission do
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local mission=activityData.mission[i]
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if UniversalWelfareConfig[mission.missionId] and UniversalWelfareConfig[mission.missionId].GlobalActivity==activityId then
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LogError("missions "..activityData.mission[i].state)
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table.insert(missionList,mission)
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end
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end
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-- if not self.missionPre then
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-- self.missionPre = {}
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-- end
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LogError("missionList len="..#missionList)
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local dataLen=#missionList
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self.hintTxt.text="已购买人数"..missionList[dataLen].progress.."/"..UniversalWelfareConfig[missionList[dataLen].missionId].Peolple
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table.sort(missionList, function(a, b)
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if stateSort[a.state] == stateSort[b.state] then
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return a.missionId < b.missionId
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else
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return stateSort[a.state] > stateSort[b.state]
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end
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end)
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self.grid:GetComponent("RectTransform").sizeDelta = Vector2.New(1078,250*#missionList)
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-- self.scrollView:SetData(missionList, function(index, item)
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-- self:RefreshShowData(item, missionList[index])
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-- end,false,false)
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local len=#self.prelist
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local dataLen=#missionList
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if dataLen>len then
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for i=1,dataLen-len do
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local go=newObject(self.itemPre)
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go.transform:SetParent(self.grid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition=Vector3.zero;
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table.insert(self.prelist,go)
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end
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end
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len=#self.prelist
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for i = 1,len do
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if i>dataLen then
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self.prelist[i]:SetActive(false)
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else
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self.prelist[i]:SetActive(true)
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this:RefreshShowData(self.prelist[i],missionList[i],i)
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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 QuanMinFLPanel:OnSortingOrderChange()
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end
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-- 打开,重新打开时回调
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function QuanMinFLPanel:OnShow(_sortingOrder)
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end
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function QuanMinFLPanel:RefreshData(isTop,isAni)
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end
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--设置投资按钮初始状态
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function QuanMinFLPanel:SetBtnInvestState()
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end
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local type={
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[0]={sprite = "Btn_hz_cheng_01",text = "领取"},
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[1]={sprite = "Btn_hz_cheng_01",text = Language[10018]},
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[2]={sprite = "Btn_hz_lan_01",text = Language[10101]},
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}
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--刷新每一条item
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function QuanMinFLPanel:RefreshShowData(item, data,index)
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local nameTxt=Util.GetGameObject(item, "middleLayout/contents/name"):GetComponent("Text")
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local desTxt=Util.GetGameObject(item, "middleLayout/contents/condition"):GetComponent("Text")
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local redpoint=Util.GetGameObject(item, "middleLayout/btnGet/redPoint")
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local grid=Util.GetGameObject(item, "middleLayout/scrollView/grid")
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local btn_get=Util.GetGameObject(item, "middleLayout/btnGet")
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local btn_txt=Util.GetGameObject(item, "middleLayout/btnGet/get"):GetComponent("Text")
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local itemList ={}
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if self.itemsList[index] then
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itemList=self.itemsList[index]
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end
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for i = 1, #itemList do
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itemList[i].gameObject:SetActive(false)
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end
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local reward=UniversalWelfareConfig[data.missionId].Type
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for i = 1, #reward do
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if not itemList[i] then
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itemList[i] = SubUIManager.Open(SubUIConfig.ItemView,grid.transform)
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itemList[i].gameObject:SetActive(false)
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end
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itemList[i]:OnOpen(false, {reward[i][1],reward[i][2]}, 0.9,false,false,false,sortingOrder)
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itemList[i].gameObject:SetActive(true)
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end
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if not self.itemsList[index] then
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table.insert(self.itemsList,itemList)
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end
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nameTxt.text="妖晶"
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desTxt.text= UniversalWelfareConfig[data.missionId].Describe --"购买人数达到"..UniversalWelfareConfig[data.missionId].Peolple.."人可领取"
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Util.SetGray(btn_get,data.state ~=1)
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redpoint.gameObject:SetActive(false)
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redpoint.gameObject:SetActive(data.state == 1)
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-- Util.SetGray(self.redPoint,false)
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btn_get:GetComponent("Button").enabled = data.state ~= 2
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btn_get:GetComponent("Image").sprite = self.spLoader:LoadSprite(type[data.state].sprite)
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btn_txt.text = type[data.state].text
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Util.AddOnceClick(btn_get,function()
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if data.state==1 then
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NetManager.GetActivityRewardRequest(data.missionId,10502, function(_drop)
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UIManager.OpenPanel(UIName.RewardItemPopup, _drop, 1)
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Util.SetGray(btn_get,true)
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btn_get:GetComponent("Button").enabled = false
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btn_txt.text = Language[10101]
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redpoint.gameObject:SetActive(false)
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-- state=2
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end)
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end
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end)
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end
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--检测是否全部已领取
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function QuanMinFLPanel:CheckAllGet(curActiId,missionId)
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local aciInfo = ActivityGiftManager.GetActivityInfoByType(curActiId)
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for i = 1, #aciInfo.mission do
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if aciInfo.mission[i].state ~= 1 and aciInfo.mission[i].missionId ~= missionId then
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return 0
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end
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end
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return 1
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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 QuanMinFLPanel:OnClose()
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self.gameObject:SetActive(false)
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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 QuanMinFLPanel:OnDestroy()
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self.spLoader:Destroy()
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self.prelist={}
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self.itemsList={}
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-- self.missionPre = {}
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end
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return QuanMinFLPanel |