173 lines
6.5 KiB
Lua
173 lines
6.5 KiB
Lua
require("Base/BasePanel")
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local TreasureStoreSeason2 = Inherit(BasePanel)
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local _DayTipImageFormat = "p_piaomialzhilv_paizi%2d"
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local _DayItemFormat = "第%s天"
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local _DayNum = 7
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--初始化组件(用于子类重写)
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function TreasureStoreSeason2:InitComponent()
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self.spLoader = SpriteLoader.New()
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self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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self.dayTip = Util.GetGameObject(self.gameObject, "curDayTipImage/curDayTip"):GetComponent("Image")
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self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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--日期list
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self.dayList = Util.GetGameObject(self.gameObject, "dayList")
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self.dayPre = Util.GetGameObject(self.gameObject, "dayList/dayPre")
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self.dayPre:SetActive(false)
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self.dayScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.dayList.transform,self.dayPre, nil,
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Vector2.New(self.dayList.transform.rect.width, self.dayList.transform.rect.height), 1, 1, Vector2.New(0, 0))
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self.dayScrollView.moveTween.MomentumAmount = 1
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self.dayScrollView.moveTween.Strength = 2
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self.dayList = {}
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--礼包list
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self.giftList = Util.GetGameObject(self.gameObject, "giftList")
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self.giftPre = Util.GetGameObject(self.gameObject, "giftList/giftPre")
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self.giftPre:SetActive(false)
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self.giftScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.giftList.transform,self.giftPre, nil,
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Vector2.New(self.giftList.transform.rect.width, self.giftList.transform.rect.height), 1, 1, Vector2.New(0, 0))
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self.giftScrollView.moveTween.MomentumAmount = 1
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self.giftScrollView.moveTween.Strength = 2
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self.giftList = {}
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self.itemViewList = {}
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self.firstIn = true
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end
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--绑定事件(用于子类重写)
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function TreasureStoreSeason2:BindEvent()
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Util.AddOnceClick(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 TreasureStoreSeason2:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.OnShow,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 TreasureStoreSeason2:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.OnShow,self)
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end
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function TreasureStoreSeason2:OnSortingOrderChange()
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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 TreasureStoreSeason2:OnOpen()
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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 TreasureStoreSeason2:OnShow()
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self.actData = CommonActPageManager.GetData(ActivityTypeDef.TreasureStoreSeason2)
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self:Refresh()
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end
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function TreasureStoreSeason2:Refresh()
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if self.firstIn then
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self.curSelect = self.actData.value
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self.firstIn = false
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end
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CheckRedPointStatus(RedPointType.TreasureStoreSeason2)
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self.dayTip.sprite = self.spLoader:LoadSprite("p_piaomialzhilv_paizi0"..self.curSelect)
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self:SetDayButton()
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self:SetGiftList()
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end
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--设置天数的
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function TreasureStoreSeason2:SetDayButton()
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self.dayScrollView:SetData(self.actData.FreelyData, function (index, item)
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Util.GetGameObject(item,"name"):GetComponent("Text").text = string.format(_DayItemFormat,NumToChinese[index])
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item:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.curSelect == index and "p_piaomialzhilv_banzi21" or "p_piaomialzhilv_banzi2")
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Util.SetGray(item,index > self.actData.value)
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Util.AddOnceClick(item,function ()
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if index > self.actData.value then
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PopupTipPanel.ShowTip(string.format("%s天后开启!",index - self.actData.value))
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else
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self.curSelect = index
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self:Refresh()
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end
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end)
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local redPoint = Util.GetGameObject(item,"redPoint")
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redPoint:SetActive(false)
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for i = 1, #self.actData.FreelyData[index] do
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if self.actData.FreelyData[index][i].progress == 1 and self.actData.FreelyData[index][i].Price == 0 then
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redPoint:SetActive(true)
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end
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end
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end,false,true)
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end
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--设置礼包list
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function TreasureStoreSeason2:SetGiftList()
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self.giftScrollView:SetData(self.actData.FreelyData[self.curSelect], function (index, item)
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self:ShowSingleData(item,self.actData.FreelyData[self.curSelect][index],index)
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end)
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end
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function TreasureStoreSeason2:ShowSingleData(_go,_data,_index)
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local title = Util.GetGameObject(_go,"title/Text"):GetComponent("Text")
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local box = Util.GetGameObject(_go,"box")
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local buyBtn = Util.GetGameObject(_go,"buy")
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local price = Util.GetGameObject(buyBtn,"Text"):GetComponent("Text")
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local redPoint = Util.GetGameObject(buyBtn,"redPoint")
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local times = Util.GetGameObject(_go,"buyInfo"):GetComponent("Text")
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-- LogPink("Id:"..tostring(_data.Id).." PackId:"..tostring(_data.PackId).." progress:"..tostring(_data.progress))
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title.text = _data.Name
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Util.SetGray(buyBtn,_data.progress == 8)
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Util.SetGray(redPoint,false)
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redPoint:SetActive(_data.progress == 1 and _data.Price == 0)
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times.gameObject:SetActive(_data.progress == 1)
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if _data.progress == 1 then
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times.gameObject:SetActive(true)
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times.text = string.format( "剩余:%s次",_data.canBuy)
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price.text = _data.Price.."元"
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else
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times.gameObject:SetActive(false)
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times.text = ""
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price.text = "已购买"
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end
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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.Reward do
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local rewardData = _data.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, box.transform)
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end
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self.itemViewList[_go][i]:OnOpen(false, rewardData, 0.8,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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Util.AddOnceClick(buyBtn,function ()
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if _data.progress == 1 then
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PayManager.Pay(_data.PackId, function(id)
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FirstRechargeManager.RefreshAccumRechargeValue(_data.PackId)
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self:OnShow()
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end)
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end
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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 TreasureStoreSeason2:OnClose()
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self.firstIn = 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 TreasureStoreSeason2:OnDestroy()
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self.spLoader:Destroy()
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self.itemViewList = {}
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self.giftList = {}
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self.dayList = {}
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end
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return TreasureStoreSeason2 |