miduo_client/Assets/ManagedResources/~Lua/Modules/TeHuiShenZhuang/ContinueGiftPanel.lua

223 lines
7.9 KiB
Lua

require("Base/BasePanel")
local ContinueGiftPanel = Inherit(BasePanel)
local rechargeConfig = ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local textName = {
[1100023] = "t_tehuishenzhuang_suiwukong_zh",--孙悟空
[1100026] = "t_tehuishenzhuang_suiwukong_zh",--青阳先知
[1100003] = "t_tehuishenzhuang_zhubajie_zh",--猪八戒
[1100041] = "t_tehuishenzhuang_tongtian_zh",--通天
[1110026] = "t_tehuishenzhuang_yuhuangdadi_zh",--玉皇大帝
}
function ContinueGiftPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
self.mask = Util.GetGameObject(self.gameObject, "Bg/mask")
self.scrollItem = Util.GetGameObject(self.gameObject, "panel/scroll")
self.itemPre = Util.GetGameObject(self.gameObject, "ItemPre")
local rootHight = self.scrollItem.transform.rect.height
local width = self.scrollItem.transform.rect.width
self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollItem.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.leftTime = Util.GetGameObject(self.gameObject, "panel/leftTime"):GetComponent("Text")
self.liveRoot = Util.GetGameObject(self.gameObject, "live/liveRoot")
self.liveText = Util.GetGameObject(self.gameObject, "live/Image"):GetComponent("Image")
self.effect = Util.GetGameObject(self.gameObject,"UI_Effect_ShenYiTianJiang")
self.itemViewList = {}
self.sortingOrder = 0
end
--绑定事件(用于子类重写)
function ContinueGiftPanel:BindEvent()
Util.AddClick(self.mask, function()
self:ClosePanel()
end)
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function ContinueGiftPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
end
--移除事件监听(用于子类重写)
function ContinueGiftPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityProgressStateChange,self.Refresh,self)
end
function ContinueGiftPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(self.effect,self.sortingOrder + 1)
end
local fun
--界面打开时调用(用于子类重写)
function ContinueGiftPanel:OnOpen(_linkActId, _fun)
self.linkActId = _linkActId
fun = _fun
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 ContinueGiftPanel:OnShow()
ContinueGiftPanel:Refresh(true,true)
end
function ContinueGiftPanel:Refresh(isTop,isAni)
self.actData = CommonActPageManager.GetData(ActivityTypeDef.ContinueGift)
self:SetRewardShow(isTop,isAni)
-- self:SetLiveShow()
self:SetTime()
end
function ContinueGiftPanel:SetLiveShow()
local skinId = self.actData.rewards[1].otherData.skinArtId
self.rootName = artResourcesConfig[skinId].Name
if self.Live then
poolManager:UnLoadLive(self.rootName, self.Live)
end
local data = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Live",skinId)
local pos = data.PositionView
local scale = data.Scale
self.Live = poolManager:LoadLive(self.rootName, self.liveRoot.transform, Vector3.one*scale, Vector2.New(pos[1],pos[2]))
-- self.liveText.sprite = self.spLoader:LoadSprite(textName[skinId])
end
function ContinueGiftPanel:SetRewardShow(isTop,isAni)
-- 拿到对应活动的数据
local rewards = {}
for _, r in ipairs(self.actData.rewards) do
if r.otherData.LinkActivityId == self.linkActId then
table.insert(rewards, r)
end
end
-- 显示
self.scrollView:SetData(rewards, function (index, item)
self:ShowSingleHero(item, rewards[index],index)
end,not isTop,not isAni)
for i = 1, #rewards do
if rewards[i].progress == 1 then
local num = i - 1 > 0 and i - 1 or 1
self.scrollView:SetIndex(num)
break
end
end
end
function ContinueGiftPanel:ShowSingleHero(go,data,index)
local grid = Util.GetGameObject(go, "Grid")
local btnGet = Util.GetGameObject(go, "btnGet")
local btnText = Util.GetGameObject(go, "btnGet/Text"):GetComponent("Text")
local btnImg = Util.GetGameObject(go, "btnGet"):GetComponent("Image")
local buyDayImg = Util.GetGameObject(go, "bugDay")
local buyDayText = Util.GetGameObject(buyDayImg, "Text"):GetComponent("Text")
if not self.itemViewList[go] then
self.itemViewList[go] = {}
end
for k,v in ipairs(self.itemViewList[go]) do
v.gameObject:SetActive(false)
end
for i = 1, #data.otherData.Reward do
local rewardData = data.otherData.Reward[i]
if not self.itemViewList[go][i] then
self.itemViewList[go][i] = SubUIManager.Open(SubUIConfig.ItemView, grid.transform)
end
self.itemViewList[go][i]:OnOpen(false, rewardData, 0.9,false,false,false,self.sortingOrder)
self.itemViewList[go][i].gameObject:SetActive(true)
end
-- LogBlue("data.progress:"..tostring(data.progress))
Util.SetGray(btnGet,false)
btnText.text = string.format("%s 元",data.otherData.Price)
btnImg.sprite = self.spLoader:LoadSprite("Btn_hz_cheng_01")
buyDayImg:SetActive(false)
if data.progress == 8 then
btnImg.sprite = self.spLoader:LoadSprite("Btn_hz_lan_01")
btnText.text = Language[10514]
elseif data.progress == 3 then
Util.SetGray(btnGet,true)
elseif data.progress == 2 then
Util.SetGray(btnGet,true)
buyDayImg:SetActive(true)
buyDayText.text = string.format("%s日后可购",data.otherData.canBuyDay)
end
-- LogYellow("PackId:"..tostring(data.otherData.PackId).." progress:"..tostring(data.progress))
Util.AddOnceClick(btnGet,function ()
if data.progress == 1 then
PayManager.Pay(data.otherData.PackId, function(id)
FirstRechargeManager.RefreshAccumRechargeValue(data.otherData.PackId)
OperatingManager.SetHadBuyGoodsId({data.otherData.PackId})
OperatingManager.RemoveItemInfoByType(GoodsTypeDef.DirectPurchaseGift, data.otherData.PackId)
self:Refresh(false,false)
end)
elseif data.progress == 3 then
PopupTipPanel.ShowTip("请先购买上一礼包,即可解锁此礼包")
elseif data.progress == 2 then
PopupTipPanel.ShowTip("礼包尚未开启,请耐心等待")
end
end)
end
function ContinueGiftPanel:SetTime()
local time = self.actData.endTime - GetTimeStamp()
local func = function ()
if time <= 0 then
self:ClosePanel()
end
self.leftTime.text = Language[10512]..TimeToFelaxible(time)
time = time -1
end
func()
if self.timer then
self.timer:Stop()
self.timer = nil
end
self.timer = Timer.New(function ()
func()
end, 1, -1, true)
self.timer:Start()
end
function ContinueGiftPanel:OnClose()
if self.timer then
self.timer:Stop()
self.timer = nil
end
-- if self.Live then
-- poolManager:UnLoadLive(self.rootName, self.Live)
-- end
self.Live = nil
PatFaceManager.RefreshPatface()
self.sortingOrder = 0
if fun then
fun()
fun = nil
end
end
--界面销毁时调用(用于子类重写)
function ContinueGiftPanel:OnDestroy()
if self.Live then
poolManager:UnLoadLive(self.rootName, self.Live)
end
self.Live = nil
self.spLoader:Destroy()
-- self.viewList = {}
-- self.itemList = {}
-- self.lightList = {}
-- self.jiantouList = {}
self.itemViewList = {}
end
return ContinueGiftPanel