343 lines
13 KiB
Lua
343 lines
13 KiB
Lua
require("Base/BasePanel")
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WorldArenaRankRewardPanel = Inherit(BasePanel)
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local this = WorldArenaRankRewardPanel
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local RewardList
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local GloActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
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local godSetting = ConfigManager.GetConfig(ConfigName.GodSacrificeSetting)
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local godRewardConfig = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig)
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local itemList = {}--优化itemView使用
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local itemList2 = {}--优化itemView使用
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local sorting = 0
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local curRankType = 1
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local tabNum = 1
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local myrank = nil
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local ActivityId = nil
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local ConfigList = {
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[1] = ConfigManager.GetConfig(ConfigName.MServerRankConfig),--段位奖励
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[2] = ConfigManager.GetConfig(ConfigName.MServerRankReward),--排行奖励
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}
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local _TabImgData = {select = "r_tongyong_xiaanniu_01", default = "r_tongyong_xiaanniu_02",}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1) }
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local _TabData = {
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[1]= {txt = "段位奖励"},
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[2]= {txt = "排名奖励"},
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}
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--初始化组件(用于子类重写)
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function WorldArenaRankRewardPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.arenaBottom = Util.GetGameObject(self.gameObject, "ArenaBottom")
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this.tabbox = Util.GetGameObject(self.gameObject, "tabbox")
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.Title = Util.GetGameObject(self.gameObject, "Title"):GetComponent("Text")
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this.Title.text="奖励"
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this.tipText = Util.GetGameObject(self.gameObject, "content1/tipText"):GetComponent("Text")
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this.myRank = Util.GetGameObject(self.gameObject, "content1/myRank")
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this.myRankNum = Util.GetGameObject(self.gameObject, "content1/myRank/num"):GetComponent("Text")
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this.rankTitle= Util.GetGameObject(self.gameObject, "content1/bg (1)/Rank"):GetComponent("Text")
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this.text = Util.GetGameObject(this.arenaBottom, "tips/Text"):GetComponent("Text")
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this.text2 = Util.GetGameObject(this.arenaBottom, "tips/Text2"):GetComponent("Text")
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local v2 = Util.GetGameObject(self.gameObject, "content1/scrollRect"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "content1/scrollRect").transform,
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Util.GetGameObject(self.gameObject, "content1/itemPre"), nil, Vector2.New(-v2.x*2, -v2.y*2), 1, 1, Vector2.New(10,10))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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end
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--绑定事件(用于子类重写)
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function WorldArenaRankRewardPanel:BindEvent()
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
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this.TabCtrl:Init(this.tabbox, _TabData,1)
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this.rankTitle.text="段位"
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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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-- tab按钮自定义显示设置
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function this.TabAdapter(tab, index, status)
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local img = Util.GetGameObject(tab, "Image")
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local txt = Util.GetGameObject(tab, "Text")
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img:GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabImgData[status])
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if curRankType == 3 then
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txt:GetComponent("Text").text = _TabData[index].txt
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end
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txt:GetComponent("Text").color = _TabFontColor[status]
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end
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-- tab改变回调事件
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function this.OnTabChange(index)
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tabNum = index
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this.text2.text = ""
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this.text2.color = UIColor.WRITE
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if curRankType == 2 then
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elseif curRankType == 3 then
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this.ShowRewardInfo()
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this.text.text = Language[10758]
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this.RefreshMyInfo()
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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 WorldArenaRankRewardPanel:AddListener()
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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 WorldArenaRankRewardPanel:RemoveListener()
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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 WorldArenaRankRewardPanel:OnOpen(myRank,activityId)
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curRankType = 3
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ActivityId = activityId or nil
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myrank = tonumber(myRank)
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this.arenaBottom:SetActive(false)--如果是竞技场的话显示一堆零碎
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this.ShowRewardInfo()
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this.SetMyRank()
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this.rankTitle.text="段位"
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--竞技场和社稷大典的特殊处理
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if curRankType == 3 then
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this.TabCtrl:Init(this.tabbox, _TabData)
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Util.GetGameObject(this.arenaBottom, "mask"):SetActive(true)
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Util.GetGameObject(this.arenaBottom, "Image1"):SetActive(true)
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Util.GetGameObject(this.arenaBottom, "myInfo"):SetActive(true)
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this.RefreshMyInfo()
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end
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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 WorldArenaRankRewardPanel:OnShow()
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end
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function WorldArenaRankRewardPanel:OnSortingOrderChange()
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for i, v in pairs(itemList) do
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for j = 1, #v do
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v[j]:SetEffectLayer(self.sortingOrder)
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end
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end
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for i, v in pairs(itemList2) do
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for j = 1, #v do
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v[j]:SetEffectLayer(self.sortingOrder)
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end
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end
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sorting = self.sortingOrder
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end
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function this.SetMyRank()
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if myrank and myrank > 0 then
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this.myRank:SetActive(true)
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this.myRankNum.text = Language[10103]..myrank
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else
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this.myRank:SetActive(false)
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end
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end
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--如果是竞技场的话显示下面一堆的东西
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function this.RefreshMyInfo()
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local sortNumTabs = {}
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local rewardList = {}
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local myInfo = Util.GetGameObject(this.arenaBottom, "myInfo")
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local norank = Util.GetGameObject(this.arenaBottom, "myInfo/myrank")
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norank:SetActive(false)
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for i = 1, 4 do
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sortNumTabs[i] = Util.GetGameObject(myInfo, "sortNum/sortNum ("..i..")")
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sortNumTabs[i]:SetActive(false)
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end
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if myrank and myrank > 0 then
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if myrank < 4 then
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sortNumTabs[myrank]:SetActive(true)
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else
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sortNumTabs[4]:SetActive(true)
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = myrank
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end
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if not itemList2 then
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itemList2 = {}
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end
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for i = 1, #itemList2 do
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itemList2[i].gameObject:SetActive(false)
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end
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--获取奖励
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--if curRankType == 3 then--竞技场
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for k,value in ConfigPairs(ConfigList[2]) do
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-- if myrank > 3 then
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if myrank >= value.MinRank and myrank <= value.MaxRank then
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if tabNum == 1 then
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rewardList = value.SeasonRewardShow
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elseif tabNum == 2 then
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rewardList = value.SeasonRewardShow
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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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--显示奖励
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for i = 1, #rewardList do
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if itemList2[i] then
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itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
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else
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itemList2[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(myInfo, "content").transform)
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itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
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end
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itemList2[i].gameObject:SetActive(true)
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end
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else
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norank:SetActive(true)
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norank:GetComponent("Text").text = Language[10036]
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end
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end
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function this.ShowRewardInfo()
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RewardList = {}
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if tabNum==1 then
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this.rankTitle.text="段位"
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for _, configInfo in ConfigPairs(ConfigList[tabNum]) do
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if configInfo.Id~=1 then
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table.insert(RewardList,configInfo)
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end
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end
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table.sort(RewardList,function(a,b)
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return a.RankId>b.RankId
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end)
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this.arenaBottom.gameObject:SetActive(false)
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this.ScrollView:SetRectTransform(Vector2.New(916,1040))
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this.ScrollView:SetRectPosition(Vector3.New(0,0,0))
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elseif tabNum==2 then
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this.rankTitle.text="排名"
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for _, configInfo in ConfigPairs(ConfigList[tabNum]) do
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table.insert(RewardList,configInfo)
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end
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this.arenaBottom.gameObject:SetActive(true)
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this.ScrollView:SetRectTransform(Vector2.New(916,850))
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this.ScrollView:SetRectPosition(Vector3.New(0,100,0))
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end
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this.ScrollView:SetData(RewardList, function (index, go)
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this.ActivityRewardSingleShow(go, RewardList[index],index)
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end)
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end
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--一般奖励-单列
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function this.ActivityRewardSingleShow(activityRewardGo,rewardData,index)
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local sortNumTabs = {}
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for i = 1, 4 do
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sortNumTabs[i] = Util.GetGameObject(activityRewardGo, "sortNum/sortNum ("..i..")")
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sortNumTabs[i]:SetActive(false)
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end
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local rankImg=Util.GetGameObject(activityRewardGo, "RankImg"):GetComponent("Image")
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local rankTxt=Util.GetGameObject(activityRewardGo, "RankImg/Text"):GetComponent("Text")
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local starPar=Util.GetGameObject(activityRewardGo, "RankImg/GameObject")
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local starTabs={}
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--段位排行榜
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local star=0
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if tabNum==1 then
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rankImg.gameObject:SetActive(true)
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rankImg.sprite=this.spLoader:LoadSprite("y_yuxulundao_xiaobiao_0"..rewardData.RankGrade+1)
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star=rewardData.RankLevel
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local scoreLow=rewardData.ScoreLow
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if scoreLow<0 then
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scoreLow=0
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end
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rankTxt.text=scoreLow.."-"..rewardData.ScoreUp
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local starList={}
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for i = 1, 5 do
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table.insert(starList,Util.GetGameObject(activityRewardGo, "RankImg/GameObject/Image"..i))
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end
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for i = 1, #starList do
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if i>star then
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starList[i].gameObject:SetActive(false)
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else
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starList[i].gameObject:SetActive(true)
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end
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end
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else
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--排名排行榜
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rankImg.gameObject:SetActive(false)
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if rewardData.MaxRank == rewardData.MinRank then
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if rewardData.MinRank < 4 then
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sortNumTabs[ rewardData.MaxRank]:SetActive(true)
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else
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sortNumTabs[4]:SetActive(true)
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = rewardData.MinRank
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end
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else
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sortNumTabs[4]:SetActive(true)
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--if rewardData.MaxRank > 100 then
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-- Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text =rewardData.MinRank-1 .."+"
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-- else
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text =rewardData.MinRank .."-".. rewardData.MaxRank
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--end
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end
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end
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if not itemList[activityRewardGo.name] then
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itemList[activityRewardGo.name] = {}
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end
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for i = 1, #itemList[activityRewardGo.name] do
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itemList[activityRewardGo.name][i].gameObject:SetActive(false)
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end
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if curRankType == 3 then--判断是否是竞技场
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if tabNum == 1 then
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if rewardData.FirstReward then
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for i = 1, #rewardData.FirstReward do
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if itemList[activityRewardGo.name][i] then
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.FirstReward[i], 0.75,false,false,false,sorting)
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else
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itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.FirstReward[i], 0.75,false,false,false,sorting)
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end
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itemList[activityRewardGo.name][i].gameObject:SetActive(true)
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end
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end
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elseif tabNum == 2 then
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for i = 1, #rewardData.SeasonRewardShow do
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if itemList[activityRewardGo.name][i] then
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.SeasonRewardShow[i], 0.75,false,false,false,sorting)
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else
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itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.SeasonRewardShow[i], 0.75,false,false,false,sorting)
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end
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itemList[activityRewardGo.name][i].gameObject:SetActive(true)
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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 WorldArenaRankRewardPanel:OnClose()
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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 WorldArenaRankRewardPanel:OnDestroy()
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this.spLoader:Destroy()
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itemList = {}
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itemList2 = {}
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end
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return WorldArenaRankRewardPanel |