331 lines
15 KiB
Lua
331 lines
15 KiB
Lua
require("Base/BasePanel")
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RecruitPanel = Inherit(BasePanel)
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local this = RecruitPanel
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--local preList
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local i = 0
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local canDrag = true
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
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local AllActSetConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
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local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local orginLayer = 0
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--抽卡类型
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local rType={
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Normal=1,--普通
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Friend=2,--友情
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Hero=3--神将
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}
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--按钮类型
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local bType={
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Btn1=1,
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Btn10=2
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}
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--抽卡配置
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local preConfigure={
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[rType.Normal]={bgAtlas="c_chouka_putong_zh",
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privilegeId=38,
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btn={[bType.Btn1]={name="Btn1",isInfo=Language[10478],type=RecruitType.NormalSingle},--按钮配置 若有字段 则显示组件并显示内容
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[bType.Btn10]={name="Btn10",isInfo=Language[10647],type=RecruitType.NormalTen}
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},
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},
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[rType.Friend]={bgAtlas="c_chouka_youqing_zh",
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btn={[bType.Btn1]={name="Btn1",isInfo=Language[10478],type=RecruitType.FriendSingle},
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[bType.Btn10]={name="Btn10",isInfo=Language[10647],type=RecruitType.FriendTen}
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},
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},
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[rType.Hero]={bgAtlas="c_chouka_shenjiang_zh",
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privilegeId=14,
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btn={[bType.Btn1]={name="Btn1",isInfo=Language[10478],type=RecruitType.Single},
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[bType.Btn10]={name="Btn10",isInfo=Language[10647],type=RecruitType.Ten}
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},
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}
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}
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--预设容器
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local preList={}
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--倒计时容器
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local timeList={}
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function RecruitPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.mask=Util.GetGameObject(self.transform,"Bg/Mask")
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this.backBtn = Util.GetGameObject(self.transform, "BackBtn/Btn")
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft, panelType = PanelType.Recruit })
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this.slider = Util.GetGameObject(self.transform, "rewardBox/content/Slider"):GetComponent("Image")
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this.sliderText = Util.GetGameObject(self.transform, "Text"):GetComponent("Text")
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this.tenTip = Util.GetGameObject(this.gameObject, "TenTip")
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this.tenTipText = Util.GetGameObject(this.gameObject, "TenTip/Text"):GetComponent("Text")
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this.previewBtn = Util.GetGameObject(this.gameObject, "PreviewBtn")
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this.UI_effect_RecruitPanel_box_normal = Util.GetGameObject(self.transform, "rewardBox/content/UI_effect_RecruitPanel_box_normal")
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effectAdapte(Util.GetGameObject(this.UI_effect_RecruitPanel_box_normal, "quan01"))
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self.UI_effect_RecruitPanel_box_open = Util.GetGameObject(self.transform, "rewardBox/content/UI_effect_RecruitPanel_box_open")
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan01"))
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effectAdapte(Util.GetGameObject(self.UI_effect_RecruitPanel_box_open, "quan02"))
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self.UI_effect_RecruitPanel_particle = Util.GetGameObject(self.transform, "UI_effect_RecruitPanel_particle")
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this.panel=Util.GetGameObject(this.gameObject,"Panel")
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this.content=Util.GetGameObject(this.panel,"Content")--抽卡父节点
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this.pre=Util.GetGameObject(this.content,"Pre")--抽卡预设
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this.boxBtn=Util.GetGameObject(this.gameObject,"rewardBox/content/boxIcon/Btn")
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this.upper=Util.GetGameObject(this.gameObject,"Upper/Num"):GetComponent("Text")--召唤上限
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this.wishBtn = Util.GetGameObject(this.gameObject,"wishBtn")
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this.wishBtn:SetActive(false)
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this.wishImg = Util.GetGameObject(this.wishBtn,"Img")
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this.wishTextImg = Util.GetGameObject(this.wishBtn,"ImgText")
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this.wishText = Util.GetGameObject(this.wishTextImg,"Text"):GetComponent("Text")
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this.helpBtn = Util.GetGameObject(this.gameObject, "helpBtn")
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this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
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end
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function RecruitPanel:BindEvent()
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Util.AddClick(this.backBtn, function()
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self:ClosePanel()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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end)
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--帮助按钮
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Util.AddClick(this.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.WishCard,this.helpPosition.x,this.helpPosition.y)
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end)
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--宝箱按钮
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Util.AddClick(this.boxBtn,function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitBox)
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Util.GetGameObject(self.transform, "rewardBox/content/boxIcon"):GetComponent("Animator").enabled = false
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this.UI_effect_RecruitPanel_box_normal:SetActive(true)
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end)
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--奖池预览按钮
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Util.AddClick(this.previewBtn, function()
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UIManager.OpenPanel(UIName.HeroPreviewPanel,true)
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end)
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--心愿抽卡界面
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Util.AddClick(this.wishBtn, function()
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local data = tonumber(specialConfig[119].Value)
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if RecruitManager.drawTimes[1] then
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if RecruitManager.drawTimes[1] >= data then
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UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishDraw)
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else
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PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",data - RecruitManager.drawTimes[1]))
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end
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else
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PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",data))
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end
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end)
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end
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function RecruitPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Recruit.OnRecruitRefreshData, this.UpdatePanelData)
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end
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function RecruitPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Recruit.OnRecruitRefreshData, this.UpdatePanelData)
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end
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function RecruitPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.UI_effect_RecruitPanel_box_normal, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(self.UI_effect_RecruitPanel_box_open, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(self.UI_effect_RecruitPanel_particle, self.sortingOrder - orginLayer)
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orginLayer = self.sortingOrder
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end
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function RecruitPanel:OnShow(...)
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Recruit })
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this.UpdatePanelData()
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--如果没有达到150抽按钮置灰
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local data = tonumber(specialConfig[119].Value)
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if RecruitManager.drawTimes[1] then
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if RecruitManager.drawTimes[1] < data then
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Util.SetGray(this.wishImg,true)
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this.wishTextImg:SetActive(true)
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this.wishText.text = string.format("%s/%s",RecruitManager.drawTimes[1],data)
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else
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Util.SetGray(this.wishImg,false)
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this.wishTextImg:SetActive(false)
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end
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else
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this.wishTextImg:SetActive(true)
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Util.SetGray(this.wishImg,true)
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this.wishText.text = string.format("%s/%s",0,data)
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end
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SoundManager.PlayMusic(SoundConfig.BGM_Recruit)
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if this.liveNode then
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poolManager:UnLoadLive("live2d_npc_chouka", this.liveNode)
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end
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this.liveNode = poolManager:LoadLive("live2d_npc_chouka", this.mask.transform, Vector3.one *0.45, Vector3.New(253,-586,0))
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end
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function RecruitPanel:OnClose()
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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end
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function RecruitPanel:OnDestroy()
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this.spLoader:Destroy()
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SubUIManager.Close(this.upView)
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preList={}
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timeList={}
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if this.liveNode then
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poolManager:UnLoadLive("live2d_npc_chouka", this.liveNode)
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end
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end
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function this.UpdatePanelData()
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local maxTimesId=lotterySetting[1].MaxTimes --特权上限ID
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--初始化组件
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for i, v in ipairs(preConfigure) do
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local o=preList[i]
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if not o then
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o=newObjToParent(this.pre,this.content)
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o.name="Pre"..i
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preList[i]=o
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end
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local bg=Util.GetGameObject(preList[i],"Bg"):GetComponent("Image")
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local time=Util.GetGameObject(preList[i],"Time"):GetComponent("Text")
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bg.sprite=this.spLoader:LoadSprite(v.bgAtlas)
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local freeTime= 0
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if v.privilegeId then
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freeTime= PrivilegeManager.GetPrivilegeRemainValue(v.privilegeId)
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RecruitManager.freeUseTimeList[v.privilegeId]=freeTime--特权免费次数赋值
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table.insert(timeList,{timeObj=time}) --将倒计时预设存入
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end
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time.gameObject:SetActive((not freeTime or freeTime<=0) and i~=rType.Friend) --若不存在数据 或没免费次数 显示倒计时
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--按钮赋值
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for n, m in ipairs(v.btn) do
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local btn=Util.GetGameObject(o,m.name)
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local tip=Util.GetGameObject(o,m.name.."/Tip"):GetComponent("Text")
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local redPot=Util.GetGameObject(o,m.name.."/RedPoint")
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local info=Util.GetGameObject(o,m.name.."/Content/Info"):GetComponent("Text")
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local icon=Util.GetGameObject(o,m.name.."/Content/Icon"):GetComponent("Image")
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local num=Util.GetGameObject(o,m.name.."/Content/Num"):GetComponent("Text")
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--组件的显示 若上方有配置就显示 没配置不显示
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tip.gameObject:SetActive(not not m.isTip) --若不存在m.isTip 返回true not true为false
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info.gameObject:SetActive(not not m.isInfo)
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--存在免费次数 并且 免费>=1 并且是1按钮
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local isFree=freeTime and freeTime >= 1 and n==bType.Btn1
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icon.gameObject:SetActive(not isFree or n==bType.Btn10 or i==rType.Friend)
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num.gameObject:SetActive(not isFree or n==bType.Btn10 or i==rType.Friend)
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tip.text= m.isTip and m.isTip or ""
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info.text= m.isInfo and m.isInfo or ""
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local itemId=0
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local itemNum=0
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local d=RecruitManager.GetExpendData(m.type)
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local redPoint = false
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if v.privilegeId then
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redPoint = RecruitManager.GetRecruitBtnRedpoint(m.type,v.privilegeId)
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else
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redPoint = RecruitManager.GetRecruitBtnRedpoint(m.type)
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end
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redPot:SetActive(redPoint)
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if isFree then --若1按钮有免费次数 后面逻辑不走了
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info.text=Language[10489]
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else
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itemId=d[1]
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itemNum=d[2]
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icon.sprite=this.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
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num.text= "×"..itemNum
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end
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Util.AddOnceClick(btn,function()
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if not isFree then
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if BagManager.GetItemCountById(itemId)<d[2] then
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PopupTipPanel.ShowTip(GetLanguageStrById(itemConfig[itemId].Name)..Language[10486])
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return
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end
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end
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local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten)
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if n==bType.Btn1 then
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if PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId)+1>privilegeConfig[maxTimesId].Condition[1][2] then
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PopupTipPanel.ShowTip(Language[10485])
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return
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end
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--抽卡
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local recruitOne = function()
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RecruitManager.RecruitRequest(m.type, function(msg)
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PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,1)--记录抽卡次数
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UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero[1],m.type,bType.Btn1,{v.btn[bType.Btn1].type,v.btn[bType.Btn10].type})
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end,v.privilegeId)
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end
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if state==0 and d[1] ==16 and not isFree then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.Single,recruitOne)
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else
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recruitOne()
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end
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elseif n==bType.Btn10 then
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if PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId)+10>privilegeConfig[maxTimesId].Condition[1][2] then
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PopupTipPanel.ShowTip(Language[10485])
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return
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end
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--抽卡
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local recruitTen = function()
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RecruitManager.RecruitRequest(m.type, function(msg)
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PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,10)--记录抽卡次数
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UIManager.OpenPanel(UIName.SingleRecruitPanel, msg.drop.Hero, m.type,bType.Btn10,{v.btn[bType.Btn10].type,v.btn[bType.Btn10].type})
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if m.type == 11 then
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RecruitManager.isTenRecruit = 1
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end
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end,v.privilegeId)
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end
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if state==0 and d[1] ==16 and not isFree then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,RecruitType.Ten,recruitTen)
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else
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recruitTen()
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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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this.TimeCountDown()
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local num=BagManager.GetItemCountById(lotterySetting[RecruitType.RecruitBox].CostItem[1][1])
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RecruitManager.isCanOpenBox=num>=lotterySetting[RecruitType.RecruitBox].CostItem[1][2]
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this.slider.fillAmount =num/lotterySetting[RecruitType.RecruitBox].CostItem[1][2]
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this.sliderText.text = string.format("%s/%s", num, lotterySetting[RecruitType.RecruitBox].CostItem[1][2])
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Util.GetGameObject(this.transform, "rewardBox/content/boxIcon"):GetComponent("Animator").enabled = RecruitManager.isCanOpenBox
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this.UI_effect_RecruitPanel_box_normal:SetActive(not RecruitManager.isCanOpenBox)
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this.tenTip:SetActive(true)
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if RecruitManager.isTenRecruit == 0 then
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this.tenTipText.text = Language[11708]
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else
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this.tenTipText.text = string.format("剩余%s次必得五星英雄",RecruitManager.GetRecruit3MustCount())
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end
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this.upper.text="今日召唤上限:".. PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId).."/"..privilegeConfig[maxTimesId].Condition[1][2]--特权上限
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end
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function this.TimeCountDown()
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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local timeDown=CalculateSecondsNowTo_N_OClock(0)
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timeList[1].timeObj.text = Language[10023]..TimeToHMS(timeDown)
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timeList[2].timeObj.text=Language[10023]..TimeToHMS(timeDown)
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this.timer = Timer.New(function()
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if timeDown < 1 then
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this.timer:Stop()
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this.timer = nil
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--结束逻辑
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return
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end
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timeDown = timeDown - 1
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timeList[1].timeObj.text = Language[10023]..TimeToHMS(timeDown)
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timeList[2].timeObj.text=Language[10023]..TimeToHMS(timeDown)
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end, 1, -1, true)
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this.timer:Start()
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end
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return RecruitPanel |