miduo_client/Assets/ManagedResources/~Lua/Modules/DynamicActivity/LingShouBaoGe.lua

375 lines
15 KiB
Lua

local LingShouBaoGe = {}
local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
local privilegeConfig = ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local SpiritAnimalConfig = ConfigManager.GetConfig(ConfigName.SpiritAnimal)
local gloAcivity = ConfigManager.GetConfig(ConfigName.GlobalActivity)
local sortingOrder = 0
local parent
--按钮类型
local bType = {
Btn1 = 1,
Btn10 = 2
}
--type与lotterySetting表中的id对应
local btns = { [bType.Btn1] = { name = "Btn1", isInfo = Language[10478] }, [bType.Btn10] = { name = "Btn10", isInfo = Language[10479] } }
function LingShouBaoGe:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = LingShouBaoGe })
return b
end
function LingShouBaoGe:InitComponent()
self.spLoader = SpriteLoader.New()
self.helpBtn = Util.GetGameObject(self.gameObject, "help")
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
self.preview = Util.GetGameObject(self.gameObject, "rightUp/preview")
self.change = Util.GetGameObject(self.gameObject, "rightUp/change")
self.detailBtn = Util.GetGameObject(self.gameObject, "rightUp/detailBtn")
self.lsth = Util.GetGameObject(self.gameObject, "rightUp/lsth")
self.upper = Util.GetGameObject(self.gameObject, "bottom/Image/times"):GetComponent("Text") ---召唤上限
self.tip1 = Util.GetGameObject(self.gameObject, "bottom/Tip1"):GetComponent("Text") ---刷新时间
self.tip2 = Util.GetGameObject(self.gameObject, "bottom/Tip2"):GetComponent("Text") ---必出
self.btnGroup = Util.GetGameObject(self.gameObject, "bottom/btngroup")
self.leftTime = Util.GetGameObject(self.gameObject, "bottom/lefttime"):GetComponent("Text")
self.grid = Util.GetGameObject(self.gameObject, "aniRoot")
self.title = Util.GetGameObject(self.gameObject, "Bg/title"):GetComponent("Image")
--mid
self.progressValue = Util.GetGameObject(self.gameObject, "mid/progress/value"):GetComponent("Image") --fillAmount
self.reward = Util.GetGameObject(self.gameObject, "mid/reward")
self.value = Util.GetGameObject(self.gameObject, "mid/value")
end
function LingShouBaoGe:BindEvent()
Util.AddOnceClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.LingShouBaoGe, self.helpPosition.x, self.helpPosition.y)
end)
Util.AddOnceClick(self.detailBtn, function()
UIManager.OpenPanel(UIName.GeneralBigPopup, GENERAL_POPUP_TYPE.RecrutDetail, self.actConfig.HelpId, self.actType,
PRE_REWARD_POOL_TYPE.LING_SHOU_UP, PRE_REWARD_POOL_TYPE.LING_SHOU)
end)
Util.AddOnceClick(self.change, function()
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.LingShouBaoGe, self.actData, self.showData.monsterId,
function()
self:Refresh()
end)
end)
Util.AddOnceClick(self.lsth, function()
JumpManager.GoJump(40011)
end)
Util.AddOnceClick(self.preview, function()
local battleId = tonumber(self.showData.battleId)
local fdata, fseed = BattleManager.GetFakeBattleData(battleId)
local testFightData = {
fightData = fdata,
fightSeed = fseed,
fightType = 0,
maxRound = 20
}
UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test, function()
-- Timer.New(function ()
-- self:Refresh()
-- end,3):Start()
end)
end)
end
--界面打开时调用(用于子类重写)
function LingShouBaoGe:OnOpen(_activityConfig, _index, parent)
SoundManager.PlaySound(SoundConfig.UI_Siyuanzhen)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
function LingShouBaoGe:OnSortingOrderChange()
end
function LingShouBaoGe:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
sortingOrder = _sortingOrder
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
if self.actConfig.IfBack == 1 then
if self.actConfig.ActiveType > 0 then
local id = ActivityGiftManager.IsActivityTypeOpen(self.actConfig.ActiveType)
if id and id > 0 then
self.actId = id
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.ActivityGroups, "PageType",
self.actConfig.PageType, "ActiveType", self.actConfig.ActiveType, "ActId", id)
if config then
self.actConfig = config
end
end
end
end
self:Refresh()
end
function LingShouBaoGe:Refresh()
self.actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe)
self.curLingShowId = self.actData.choiceRewardId
self.activityId = self.actData.activityId
self.LSrewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig, "ActivityId",
self.activityId)
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting, "ActivityId", self.activityId)
self.singleRecruit = array[1]
self.tenRecruit = array[2]
CheckRedPointStatus(RedPointType.LingShouBaoGe)
self:refreshBtnShow() --刷新按钮显示
self:TimeCountDown() --时间
self:SetData() --加载界面数据立绘+进度条
end
local PositionList = {
[20007] = { pos = 176, title = "l_lingshou_fenghuang_zh" },
[20006] = { pos = 70, title = "l_lingshou_baize_zh" },
[20005] = { pos = 70, title = "l_lingshou_pixiu_zh" },
[20008] = { pos = 70, title = "l_lingshou_jinwu_zh" },
[20009] = { pos = 70, title = "l_lingshou_jukun_zh" },
}
function LingShouBaoGe:SetData()
self.rewardData = {}
self.showData = {}
self.rewardData, self.showData, self.curScore = DynamicActivityManager.LingShouBuildData()
self.title.sprite = self.spLoader:LoadSprite(PositionList[self.showData.monsterId].title)
if self.Live then
poolManager:UnLoadLive(self.bgName, self.Live)
end
--设置立绘
self.bgName = artConfig[SpiritAnimalConfig[self.showData.monsterId].Live].Name
local pos = SpiritAnimalConfig[self.showData.monsterId].Position
local scale = SpiritAnimalConfig[self.showData.monsterId].Scale
self.Live = poolManager:LoadLive(self.bgName, self.grid.transform, Vector3.one * scale * 0.8,
Vector2.New(pos[1], pos[2] + PositionList[self.showData.monsterId].pos))
local RoleLiveGOGraphic = self.Live:GetComponent("SkeletonGraphic")
RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
local leftTime = lotterySetting[self.singleRecruit.Id].DiamondBoxContain[1][2] - self.actData.value
self.tip2.text = Language[10480] ..
"<color=green>" .. leftTime .. Language[10481] ..
GetLanguageStrById(SpiritAnimalConfig[self.showData.monsterId].Name)
--设置奖励
self.progressValue.fillAmount = self.curScore / self.LSrewardData[#self.LSrewardData].Values[1][1]
Util.GetGameObject(self.value, "num"):GetComponent("Text").text = self.curScore
Util.GetGameObject(self.value, "tips"):GetComponent("Text").text = Language[10482]
for i = 1, self.reward.transform.childCount do
local item = self.reward.transform:GetChild(i - 1)
Util.GetGameObject(item, "num/Text"):GetComponent("Text").text = self.LSrewardData[i].Reward[1][2]
Util.GetGameObject(item, "Text"):GetComponent("Text").text = self.LSrewardData[i].Values[1][1]
Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(artConfig
[SpiritAnimalConfig[self.showData.monsterId].Icon].Name)
Util.GetGameObject(item, "red"):SetActive(self.rewardData[i].state == 1)
local btn = Util.GetGameObject(item, "icon")
Util.AddOnceClick(btn, function()
if self.rewardData[i].state == 1 then
NetManager.GetActivityRewardRequest(self.rewardData[i].missionId, self.activityId, function(drop)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
self:Refresh()
end)
end)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, self.showData.monsterId, nil)
end
end)
end
end
local maxMoneyId
function LingShouBaoGe:refreshBtnShow()
--下方的数量显示
local maxtimesId = lotterySetting[self.singleRecruit.Id].MoneyTimes
maxMoneyId = lotterySetting[self.singleRecruit.Id].MoneyTimes
-- local curTimes=PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)
local curTimes = PrivilegeManager.GetPrivilegeRemainValue(maxtimesId)
self.upper.text = "今日妖晶召唤上限" .. curTimes .. "/" .. privilegeConfig[maxtimesId].Condition[1][2] --召唤上限
--if curTimes==0 then
maxtimesId = lotterySetting[self.singleRecruit.Id].MaxTimes
--end
--是否是免费抽
local freeTimesId = lotterySetting[self.singleRecruit.Id].FreeTimes
if freeTimesId > 0 then
self.freeTime = PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
RecruitManager.freeUseTimeList[freeTimesId] = self.freeTime
end
--按钮赋值
for n, m in ipairs(btns) do
local btn = Util.GetGameObject(self.btnGroup, m.name)
local redPot = Util.GetGameObject(btn.gameObject, "RedPoint")
local info = Util.GetGameObject(btn.gameObject, "Content/Info"):GetComponent("Text")
local icon = Util.GetGameObject(btn.gameObject, "Content/Icon"):GetComponent("Image")
local num = Util.GetGameObject(btn.gameObject, "Content/Num"):GetComponent("Text")
--存在免费次数 并且 免费>=1 并且是1按钮
local isFree = self.freeTime and self.freeTime >= 1 and n == bType.Btn1
redPot.gameObject:SetActive(isFree)
icon.gameObject:SetActive(not isFree)
num.gameObject:SetActive(not isFree)
self.tip1.gameObject:SetActive(self.freeTime == 0)
local itemId = 0
local itemNum = 0
local type = 0
type = n == bType.Btn1 and self.singleRecruit.Id or self.tenRecruit.Id
local str = n == bType.Btn1 and self.singleRecruit.CostItem or self.tenRecruit.CostItem
--local d = RecruitManager.GetExpendData(type)
local d = RecruitManager.GetExpendDataByCostItem(str, n, curTimes)
local payId = 0
if isFree then
info.text = " " .. Language[10493]
else
itemId = d[1]
itemNum = d[2]
icon.sprite = self.spLoader:LoadSprite(artResourcesConfig[itemConfig[itemId].ResourceID].Name)
info.text = m.isInfo
num.text = itemNum
if itemId == 16 then
payId = maxMoneyId
else
payId = maxtimesId
end
end
Util.AddOnceClick(btn, function()
local state = PlayerPrefs.GetInt(PlayerManager.uid .. "GeneralPopup_RecruitConfirm" .. RecruitType.BaoGeTen)
if n == bType.Btn1 then
if isFree then
self:Recruit(type, payId, 0, 0, state, freeTimesId, { RecruitType.BaoGeSingle, RecruitType.BaoGeTen })
else
self:Recruit(type, payId, itemId, itemNum, state, freeTimesId,
{ RecruitType.BaoGeSingle, RecruitType.BaoGeTen })
end
elseif n == bType.Btn10 then
self:Recruit(type, payId, itemId, itemNum, state, freeTimesId,
{ RecruitType.BaoGeTen, RecruitType.BaoGeTen })
end
end)
end
end
function LingShouBaoGe:Recruit(id, RecruitMaxtimesId, itemId, itemNum, state, freeTimesId, recruitType)
local num = id % 2 == 0 and 1 or 10
-- --是否超过每日最大上限
-- if PrivilegeManager.GetPrivilegeRemainValue(RecruitMaxtimesId) < num then
-- PopupTipPanel.ShowTip(Language[10485])
-- return
-- end
if itemId ~= 0 then
if BagManager.GetItemCountById(itemId) < itemNum then
PopupTipPanel.ShowTip(GetLanguageStrById(itemConfig[itemId].Name) .. Language[10486])
return
end
end
if itemId == 16 and state == 0 then
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.RecruitConfirm, id,
function()
RecruitManager.RecruitRequest(id, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(maxMoneyId, num)
UIManager.OpenPanel(UIName.PokemonSingleResultPanel, id, msg.drop, self.activityId, recruitType,
function()
self:Refresh()
end)
end, freeTimesId, itemId, itemNum)
end, itemNum)
else
RecruitManager.RecruitRequest(id, function(msg)
PrivilegeManager.RefreshPrivilegeUsedTimes(RecruitMaxtimesId, num)
UIManager.OpenPanel(UIName.PokemonSingleResultPanel, id, msg.drop, self.activityId, recruitType, function()
self:Refresh()
end)
end, freeTimesId, itemId, itemNum)
end
end
--- 将一段时间转换为天时分秒
function LingShouBaoGe:TimeToDHMS(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = math.floor(second % 60)
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
if day <= 0 and hour <= 0 then
return string.format(Language[10472], minute, sec)
else
return string.format(Language[10473], day, hour)
end
end
--刷新时间
function LingShouBaoGe:TimeCountDown()
if self.timer then
self.timer:Stop()
self.timer = nil
end
local timeDown = CalculateSecondsNowTo_N_OClock(0)
self.tip1.text = TimeToHMS(timeDown) .. Language[10488]
local timeDown2 = self.actData.endTime - GetTimeStamp()
self.leftTime.text = "周一零点重置宝阁值"
self.tip1.gameObject:SetActive((timeDown < timeDown2) and (self.freeTime == 0))
self.timer = Timer.New(function()
if timeDown < 1 then
self.timer:Stop()
self.timer = nil
self:Refresh()
return
end
timeDown = timeDown - 1
self.tip1.text = TimeToHMS(timeDown) .. Language[10488]
end, 1, -1, true)
self.timer:Start()
end
function LingShouBaoGe:OnClose()
self.gameObject:SetActive(false)
if self.Live then
poolManager:UnLoadLive(self.bgName, self.Live)
end
self.Live = nil
if self.timer then
self.timer:Stop()
self.timer = nil
end
end
function LingShouBaoGe:OnDestroy()
if self.Live then
poolManager:UnLoadLive(self.bgName, self.Live)
end
self.Live = nil
self.spLoader:Destroy()
end
--添加事件监听(用于子类重写)
function LingShouBaoGe:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.UpMonsterChange, function()
self:Refresh()
end)
end
--移除事件监听(用于子类重写)
function LingShouBaoGe:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.UpMonsterChange, function()
self:Refresh()
end)
end
return LingShouBaoGe