350 lines
14 KiB
Lua
350 lines
14 KiB
Lua
local RecruitTreasurePanel = {}
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local this = RecruitTreasurePanel
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local sortingOrder = 0
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local redPointTypeList = {}
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local curPage = 0
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local curId=0
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityGroups,"PageType",ActivityTypeDef.RecruitTreasure)
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function RecruitTreasurePanel: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 = RecruitTreasurePanel })
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return b
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end
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local itemnum = 0
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--初始化组件(用于子类重写)
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function RecruitTreasurePanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.quesBtn = Util.GetGameObject(self.transform, "bg/quesBtn")
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this.helpPosition=this.quesBtn:GetComponent("RectTransform").localPosition
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this.titleImage = Util.GetGameObject(self.transform, "bg/titleName"):GetComponent("Image")
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this.buyBtn = Util.GetGameObject(self.transform, "bg/topBar/buyBtn")
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this.Text1 = Util.GetGameObject(this.buyBtn, "buy"):GetComponent("Text")
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this.tips = Util.GetGameObject(self.transform, "bg/topBar/tips"):GetComponent("Text")
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this.topBarImage = Util.GetGameObject(self.transform, "bg/topBar"):GetComponent("Image")
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--Content
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this.scoreText = Util.GetGameObject(self.transform, "bg/pageContent/bg/score/number"):GetComponent("Text")
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this.treasureList = Util.GetGameObject(self.transform, "bg/pageContent/treasureList")
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this.itemPre = Util.GetGameObject(self.transform, "bg/pageContent/itemPro")
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local v = this.treasureList:GetComponent("RectTransform").rect
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--设置滚动条
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.treasureList.transform,this.itemPre,nil,Vector2.New(v.width, v.height),1,1,Vector2.New(100, 25))
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this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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this.btn_qmfl=Util.GetGameObject(self.transform, "bg/topBar/btn_qmfl")
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this.btn_qmfl_red=Util.GetGameObject(self.transform, "bg/topBar/btn_qmfl/red")
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this.btn_qmfl_red:SetActive(false)
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this.btn_qmfl:GetComponent("Image").sprite =this.spLoader:LoadSprite("GM_qmfl_botton_zh")
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this.tabbox = Util.GetGameObject(self.gameObject, "bg/pageContent/tabbox")
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end
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--绑定事件(用于子类重写)
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function RecruitTreasurePanel:BindEvent()
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Util.AddClick(this.quesBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,this.actConfig.HelpId,this.helpPosition.x,this.helpPosition.y)
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end)
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Util.AddClick(this.btn_qmfl,function()
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--LogGreen(this.helpPosition.x.."+"..this.helpPosition.
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UIManager.OpenPanel(UIName.QuanMinFLPanel,curId)
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end)
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-- 初始化Tab管理器
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this.PageTabCtrl = TabBox.New()
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this.PageTabCtrl:SetTabAdapter(this.PageTabAdapter)
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this.PageTabCtrl:SetTabIsLockCheck(this.PageTabIsLockCheck)
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this.PageTabCtrl:SetChangeTabCallBack(this.OnPageTabChange)
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end
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function this.PageTabAdapter(tab, index, status)
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local img = Util.GetGameObject(tab, "img"):GetComponent("Image")
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local select = Util.GetGameObject(tab, "select"):GetComponent("Image")
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local tip = Util.GetGameObject(tab, "tip"):GetComponent("Text")
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local redpot = Util.GetGameObject(tab, "redpot")
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if status == "select" then
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select.gameObject:SetActive(true)
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tip.text = string.format("<color=#%s>%s</color>","FDF4D6",configs[index].Icon[1])
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else
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select.gameObject:SetActive(false)
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tip.text = string.format("<color=#%s>%s</color>","B5A481",configs[index].Icon[1])
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end
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if redPointTypeList[configs[index].RpType] then
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ClearRedPointObject(configs[index].RpType,redPointTypeList[configs[index].RpType])
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redPointTypeList[configs[index].RpType] = nil
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end
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if not configs[index].RpType or configs[index].RpType < 1 then
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redpot.gameObject:SetActive(false)
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else
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BindRedPointObject(configs[index].RpType,redpot)
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redPointTypeList[configs[index].RpType] = redpot
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end
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local data = ActivityGiftManager.GetActivityInfoByType(configs[index].ActId)
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if data then
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tab.gameObject:SetActive(true)
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else
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tab.gameObject:SetActive(false)
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end
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end
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function this.PageTabIsLockCheck()
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return false
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end
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function this.OnPageTabChange(index)
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curPage = index
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this.actId = configs[curPage].ActId
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this.tips.text = configs[curPage].TitleText
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this.topBarImage.sprite = this.spLoader:LoadSprite(configs[curPage].Icon[2])
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this:refresh()
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end
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function RecruitTreasurePanel:OnSortingOrderChange()
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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 RecruitTreasurePanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeSuccess,this.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 RecruitTreasurePanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeSuccess,this.refresh,self)
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end
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--界面打开时调用(用于子类重写)
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function RecruitTreasurePanel:OnOpen(_activityConfig,_index,parent)
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this.actConfig = _activityConfig
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this.pageIndex = _index
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this.parent = parent
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end
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function RecruitTreasurePanel:OnFocus()
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this.btn_qmfl_red:SetActive(RecruitTreasureManager.GetQuanMinRed(curId))
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end
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-- 打开,重新打开时回调
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function RecruitTreasurePanel:OnShow(_sortingOrder)
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self.gameObject:SetActive(true)
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sortingOrder = _sortingOrder
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this.actType = this.actConfig.ActiveType > 0 and this.actConfig.ActiveType or this.actConfig.FunType
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curId=ActivityGiftManager.GetActivityIdByType(this.actType)
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LogError("this.acttype===="..this.actType.." curid=="..curId)
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this.btn_qmfl_red:SetActive(RecruitTreasureManager.GetQuanMinRed(curId))
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this.btn_qmfl:SetActive(ActivityGiftManager.GetActivityInfoByType(10502)~=nil and this.actType==7 and ActivityGiftManager.CheckIsHaveHaveQMFL(this.actType,curId) )
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this.titleImage.sprite = this.spLoader:LoadSprite(this.actConfig.Icon[3])
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local activeNum = 0
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curPage = 0
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for i = 1,#configs do
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this.actData = ActivityGiftManager.GetActivityInfoByType(configs[i].ActId)
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if this.actData then
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activeNum = activeNum + 1
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if curPage < 1 then
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this.treasureData = RecruitTreasureManager.GetRecruitTreasureData(configs[i].ActId,configs[i].ShopData[1][1])
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for j = 1,#this.treasureData do
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if this.treasureData[j].state == 2 or this.treasureData[j].state == 3 then
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curPage = 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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end
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if activeNum == 1 then
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this.tabbox.gameObject:SetActive(false)
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else
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this.tabbox.gameObject:SetActive(true)
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end
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if curPage < 1 then
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curPage = activeNum
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end
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this.PageTabCtrl:Init(this.tabbox.gameObject, configs,curPage)
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end
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function RecruitTreasurePanel:refresh()
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this.treasureData = RecruitTreasureManager.GetRecruitTreasureData(configs[curPage].ActId,configs[curPage].ShopData[1][1])
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this.actData = ActivityGiftManager.GetActivityInfoByType(configs[curPage].ActId)
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this.isBuy = RecruitTreasureManager.CheckIsBuyTreasureByGoodsId(configs[curPage].ShopData[1][1])
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self:topBar()
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self:showTaskList()
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end
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--topBar按钮状态
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function RecruitTreasurePanel:topBar()
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--设置礼包购买按钮状态
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this.buyBtn:GetComponent("Button").interactable = not this.isBuy
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this.Text1.text = not this.isBuy and "激活基金" or "已激活"
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Util.AddOnceClick(this.buyBtn,function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,configs[curPage].ShopData[1][2],configs[curPage].ActId)
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end)
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end
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--任务列表
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function RecruitTreasurePanel:showTaskList(isTop,isAni)
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this.scoreText.text = this.actData.value
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if not this.itemsList then
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this.itemsList = {}
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end
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this.ScrollView:SetData(this.treasureData,function(index, rewardItem)
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self:SingleTask(rewardItem, this.treasureData[index])
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end,not isTop,not isAni)
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-- -1 完美领取 1 已领取 2 未领取过可领取 3 领取过可完美领取 0 未达成
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--定位打开界面时位置
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local t = 0
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for i = 1, #this.treasureData do
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if this.treasureData[i].state == 2 or this.treasureData[i].state == 3 then
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t = i
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break
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end
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end
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if t == 0 then
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for i = 1, #this.treasureData do
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if this.treasureData[i].state == 0 then
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t = i
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break
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end
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end
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end
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this.ScrollView:SetIndex(t)
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end
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--单个任务
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function RecruitTreasurePanel:SingleTask(rewardItem, singleData)
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local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
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local scroll1 = Util.GetGameObject(rewardItem, "scroll1")
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local scroll2 = Util.GetGameObject(rewardItem, "scroll2")
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if not this.itemsList[rewardItem] then
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this.itemsList[rewardItem] = {}
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end
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for k,v in pairs(this.itemsList[rewardItem]) do
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v.gameObject:SetActive(false)
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end
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for i = 1 ,#singleData.reward do
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local parent
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if singleData.reward[i].type == 1 then
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parent = scroll1
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else
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parent = scroll2
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end
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if not this.itemsList[rewardItem][i] then
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this.itemsList[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,parent.transform)
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end
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this.itemsList[rewardItem][i].transform:SetParent(parent.transform)
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this.itemsList[rewardItem][i].transform.localScale = Vector3.one
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this.itemsList[rewardItem][i].transform.localPosition = Vector3.zero
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this.itemsList[rewardItem][i].gameObject:SetActive(true)
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this.itemsList[rewardItem][i]:OnOpen(false, {singleData.reward[i].id, singleData.reward[i].num}, 0.8, false)
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end
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scoreLevel.text = singleData.cout
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--初始化按钮状态
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self:InitButtonState(rewardItem, singleData)
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end
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--初始化按钮状态
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function RecruitTreasurePanel:InitButtonState(rewardItem, singleData)
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local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
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local get = Util.GetGameObject(rewardItem, "btnDeal/get")
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local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
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local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
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local finished = Util.GetGameObject(rewardItem, "finished")
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local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint")
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--当前任务领取情况
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local state = singleData.state
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--判断
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if state == 0 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(true)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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elseif state == 3 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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elseif state == 2 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(true)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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elseif state == 1 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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elseif state == -1 then
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btnDeal.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(true)
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redPoint:SetActive(false)
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end
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--添加点击事件
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Util.AddOnceClick(btnDeal,function()
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self:OnBtnDealClicked(rewardItem,singleData)
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end)
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end
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--按钮事件
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function RecruitTreasurePanel:OnBtnDealClicked(rewardItem,singleData)
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if singleData.state == 0 then
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PopupTipPanel.ShowTip(Language[11330])
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elseif singleData.state == 3 or singleData.state == 2 then
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NetManager.GetActivityRewardRequest(singleData.missionId,configs[curPage].ActId,function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function()
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--需要刷新界面
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if not this.isBuy then--判断是否已经购买了礼包
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singleData.state = 1
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else
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singleData.state = -1
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end
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self:SingleTask(rewardItem, singleData)
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--self:refresh()--刷新界面
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CheckRedPointStatus(configs[curPage].RpType)
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end)
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end)
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elseif singleData.state == 1 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,configs[curPage].ShopData[1][2],configs[curPage].ActId)
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end
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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 RecruitTreasurePanel: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 RecruitTreasurePanel:OnDestroy()
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this.spLoader:Destroy()
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for k,v in pairs(this.itemsList) do
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for n,m in pairs(v) do
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SubUIManager.Close(m)
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end
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end
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this.itemsList = {}
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if this.ScrollView then
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SubUIManager.Close(this.ScrollView)
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this.ScrollView = nil
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end
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end
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return RecruitTreasurePanel |