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