303 lines
12 KiB
Lua
303 lines
12 KiB
Lua
require("Base/BasePanel")
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OpenSeverWelfarePanel = Inherit(BasePanel)
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local this = OpenSeverWelfarePanel
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local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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local sortingOrder = 0
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local isPlayAnim = true
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local firstData=nil
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local isShowNeedGetUpTextId = 0
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local activityData = {}
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--初始化组件(用于子类重写)
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function OpenSeverWelfarePanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.closeBtn = Util.GetGameObject(self.transform, "bg/closeBtn")
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this.titleText = Util.GetGameObject(self.transform, "titleText"):GetComponent("Text")
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this.timeText = Util.GetGameObject(self.transform, "timeText"):GetComponent("Text")
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this.timeTextGo = Util.GetGameObject(self.transform, "timeText")
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this.rewardPre = Util.GetGameObject(self.gameObject, "rewardPre")
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local v = Util.GetGameObject(self.gameObject, "rect"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "rect").transform,
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this.rewardPre, nil, Vector2.New(v.width, v.height), 1, 1, Vector2.New(0,10))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.NoviceItemList={}--存储itemview 重复利用
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this.getBtn=Util.GetGameObject(self.transform, "title/lingquButton")
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this.getTxt=Util.GetGameObject(self.transform, "title/lingquButton/Text"):GetComponent("Text")
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this.goBtn=Util.GetGameObject(self.transform, "title/qianwangButton")
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this.title=Util.GetGameObject(self.transform, "title")
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this.content=Util.GetGameObject(self.transform, "title/content")
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end
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--绑定事件(用于子类重写)
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function OpenSeverWelfarePanel:BindEvent()
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Util.AddClick(this.closeBtn, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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Util.AddClick(this.getBtn,function()
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if firstData.state ==1 then
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NetManager.GetActivityRewardRequest(firstData.missionId, activityData.activityId, function(drop)
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--ActivityGiftManager.GetActivityRewardRequest(ActivityTypeDef.OpenSeverWelfare,rewardData.missionId, function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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this.OnShowPanelData(false,false)
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint)
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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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--添加事件监听(用于子类重写)
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function OpenSeverWelfarePanel: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 OpenSeverWelfarePanel: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 OpenSeverWelfarePanel: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 OpenSeverWelfarePanel:OnShow()
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isPlayAnim = true
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this.OnShowPanelData(true,true)
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end
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function OpenSeverWelfarePanel:OnSortingOrderChange()
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for i, v in pairs(this.NoviceItemList) do
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for j = 1, #this.NoviceItemList[i] do
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if this.NoviceItemList[i][j] and this.NoviceItemList[i][j].gameObject then
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this.NoviceItemList[i][j]:SetEffectLayer(self.sortingOrder)
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end
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end
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end
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sortingOrder = self.sortingOrder
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end
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function this.OnShowPanelData(isTop,isAni)
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this.titleText.text = "送无限充抽"
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activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.SongWuXianChou)
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isShowNeedGetUpTextId = 0
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if activityData then
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this.RemainTimeDown(this.timeTextGo,this.timeText,activityData.endTime - GetTimeStamp())
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local missions={}
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local first={}
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for i = 1, #activityData.mission do
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if activityData.mission[i].missionId==20016 then
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first=activityData.mission[i]
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else
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table.insert(missions,activityData.mission[i])
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end
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end
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ActivityGiftManager.OpenSeverWelfareRewardTabsSort(missions)
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this.ScrollView:SetData(missions, function (index, go)
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this.SingleDataShow(go, missions[index])
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end,not isTop,not isAni)
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--顶部每日奖励
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if first then
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local sConFigData = activityRewardConfig[first.missionId]
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if this.NoviceItemList[this.title] then
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for i = 1, 4 do
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this.NoviceItemList[this.title][i].gameObject:SetActive(false)
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end
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for i = 1, #sConFigData.Reward do
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if this.NoviceItemList[this.title][i] then
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this.NoviceItemList[this.title][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.9,false,false,false,sortingOrder)
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this.NoviceItemList[this.title][i].gameObject:SetActive(true)
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end
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end
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else
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this.NoviceItemList[this.title]={}
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for i = 1, 4 do
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this.NoviceItemList[this.title][i] = SubUIManager.Open(SubUIConfig.ItemView, this.content.transform)
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this.NoviceItemList[this.title][i].gameObject:SetActive(false)
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end
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for i = 1, #sConFigData.Reward do
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this.NoviceItemList[this.title][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.9,false,false,false,sortingOrder)
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this.NoviceItemList[this.title][i].gameObject:SetActive(true)
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end
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end
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local state = first.state
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firstData=first
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local value = sConFigData.Values[2][1]
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--local isPass = FightPointPassManager.IsFightPointPass2(value)
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-- if state==0 and isPass then
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-- this.getBtn:SetActive(true)
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-- else
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-- this.getBtn:SetActive(state>0)
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-- end
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this.getBtn:SetActive(state>0)
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this.goBtn:SetActive(state == 0 and not isPass)
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if state == 1 then
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this.getTxt.text = Language[11948]
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Util.SetGray(this.getBtn,false)
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this.getBtn:GetComponent("Button").interactable = true
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elseif state==2 then
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this.getTxt.text = Language[10101]
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Util.SetGray(this.getBtn,true)
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this.getBtn:GetComponent("Button").interactable = false
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elseif state==0 and isPass then
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this.getTxt.text = Language[11948]
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Util.SetGray(this.getBtn,false)
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this.getBtn:GetComponent("Button").interactable = true
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end
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Util.AddClick(this.goBtn,function()
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if sConFigData.Jump then
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JumpManager.GoJump(sConFigData.Jump[1])
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end
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end)
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end
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if isPlayAnim then
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SecTorPlayAnimByScroll(this.ScrollView)
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isPlayAnim = false
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end
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end
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end
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function this.SingleDataShow(go,rewardData)
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local activityRewardGo = go
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-- if isPlayAnim then
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-- activityRewardGo:SetActive(false)
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-- else
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-- activityRewardGo:SetActive(true)
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-- end
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local sConFigData = activityRewardConfig[rewardData.missionId]
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local titleText = Util.GetGameObject(activityRewardGo, "titleText"):GetComponent("Text")
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titleText.text = GetLanguageStrById(sConFigData.ContentsShow)
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local itemGroup = Util.GetGameObject(activityRewardGo, "content")
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--滚动条复用重设itemview
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if this.NoviceItemList[go] then
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for i = 1, 4 do
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this.NoviceItemList[go][i].gameObject:SetActive(false)
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end
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for i = 1, #sConFigData.Reward do
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if this.NoviceItemList[go][i] then
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this.NoviceItemList[go][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.7,false,false,false,sortingOrder)
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this.NoviceItemList[go][i].gameObject:SetActive(true)
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end
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end
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else
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this.NoviceItemList[go]={}
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for i = 1, 4 do
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this.NoviceItemList[go][i] = SubUIManager.Open(SubUIConfig.ItemView, itemGroup.transform)
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this.NoviceItemList[go][i].gameObject:SetActive(false)
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end
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for i = 1, #sConFigData.Reward do
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this.NoviceItemList[go][i]:OnOpen(false, {sConFigData.Reward[i][1],sConFigData.Reward[i][2]}, 0.7,false,false,false,sortingOrder)
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this.NoviceItemList[go][i].gameObject:SetActive(true)
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end
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end
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local lingquButton = Util.GetGameObject(activityRewardGo.gameObject, "lingquButton")
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local text = Util.GetGameObject(activityRewardGo.gameObject, "lingquButton/Text"):GetComponent("Text")
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Util.GetGameObject(lingquButton.gameObject, "redPoint"):SetActive(false)
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local qianwangButton = Util.GetGameObject(activityRewardGo.gameObject, "qianwangButton")
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local getFinishText = Util.GetGameObject(activityRewardGo.gameObject, "getFinishText")
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local getRewardProgress = Util.GetGameObject(activityRewardGo.gameObject, "getRewardProgress")
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local needGetUpText = Util.GetGameObject(activityRewardGo.gameObject, "needGetUpText")
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local state = rewardData.state
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local value = sConFigData.Values[2][1]
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local isPass = FightPointPassManager.IsFightPointPass(value)
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lingquButton:SetActive(state>0)
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qianwangButton:SetActive(state == 0 and not isPass)
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if state == 1 then
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text.text = Language[11948]
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Util.SetGray(lingquButton,false)
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lingquButton:GetComponent("Button").interactable = true
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elseif state==2 then
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text.text = Language[10101]
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Util.SetGray(lingquButton,true)
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lingquButton:GetComponent("Button").interactable = false
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else
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end
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-- getFinishText:SetActive(state == 1)
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getFinishText:SetActive(false)
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--needGetUpText:SetActive(state == 0)
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-- if isShowNeedGetUpTextId == 0 and state == 0 or isShowNeedGetUpTextId == rewardData.missionId then
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-- isShowNeedGetUpTextId = rewardData.missionId
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-- needGetUpText:SetActive(false)
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-- end
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needGetUpText:SetActive(false)
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getRewardProgress:SetActive(state == 0)
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if state == 0 and isPass then
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getRewardProgress:GetComponent("Text").text = "(1/1)"
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else
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getRewardProgress:GetComponent("Text").text = "(0/1)"
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end
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Util.AddOnceClick(qianwangButton, function()
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if sConFigData.Jump then
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JumpManager.GoJump(sConFigData.Jump[1])
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end
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end)
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Util.AddOnceClick(lingquButton, function()
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-- if isShowNeedGetUpTextId ~= rewardData.missionId then
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-- PopupTipPanel.ShowTip(Language[10022])
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-- return
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-- end
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NetManager.GetActivityRewardRequest(rewardData.missionId, activityData.activityId, function(drop)
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--ActivityGiftManager.GetActivityRewardRequest(ActivityTypeDef.OpenSeverWelfare,rewardData.missionId, function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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this.OnShowPanelData(false,false)
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint)
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end)
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end)
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end)
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end
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this.timer = Timer.New()
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--刷新倒计时显示
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function this.RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown)
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if timeDown > 0 then
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if _timeTextExpertgo then
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_timeTextExpertgo:SetActive(true)
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end
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if _timeTextExpert then
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_timeTextExpert.text = Language[10023]..GetLeftTimeStrByDeltaTime2(timeDown)
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end
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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this.timer = Timer.New(function()
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if _timeTextExpert then
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_timeTextExpert.text = Language[10023]..GetLeftTimeStrByDeltaTime2(timeDown)
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end
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if timeDown < 0 then
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if _timeTextExpertgo then
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_timeTextExpertgo:SetActive(false)
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end
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this.timer:Stop()
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this.timer = nil
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end
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timeDown = timeDown - 1
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end, 1, -1, true)
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this.timer:Start()
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else
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if _timeTextExpertgo then
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_timeTextExpertgo:SetActive(false)
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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 OpenSeverWelfarePanel:OnClose()
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if this.timer then
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this.timer:Stop()
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this.timer = 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 OpenSeverWelfarePanel:OnDestroy()
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this.spLoader:Destroy()
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end
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return OpenSeverWelfarePanel |