309 lines
13 KiB
Lua
309 lines
13 KiB
Lua
require("Base/BasePanel")
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local GodsWayTreasurePanel = Inherit(BasePanel)
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local this = GodsWayTreasurePanel
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-- local curScore = 0--当前分数
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-- local rewardStateData = {}
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local treasureState = nil
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local curType = 0
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local rewardData --后端活动数据
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local ConfigData = ConfigManager.GetConfig(ConfigName.SummonTreasure)
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local curId = 0
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--初始化组件(用于子类重写)
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function GodsWayTreasurePanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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--topBar/btnBack
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this.btnBack = Util.GetGameObject(this.transform, "bg/btnBack")
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this.buyBtn = Util.GetGameObject(this.transform, "bg/topBar/buyBtn")
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this.Text1 = Util.GetGameObject(this.buyBtn, "buy")
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this.Text2 = Util.GetGameObject(this.buyBtn, "hadbuy")
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this.tips = Util.GetGameObject(this.transform, "bg/topBar/tips"):GetComponent("Text")
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this.time = Util.GetGameObject(this.transform, "bg/topBar/tips/actTime"):GetComponent("Text")
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this.quesBtn = Util.GetGameObject(this.transform, "bg/quesBtn")
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this.helpPosition = this.quesBtn:GetComponent("RectTransform").localPosition
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this.titleImg = Util.GetGameObject(this.transform, "bg/topBar/titleName"):GetComponent("Image")
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--Content
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this.scoreText = Util.GetGameObject(this.transform, "bg/pageContent/bg/score/number"):GetComponent("Text")
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this.treasureList = Util.GetGameObject(this.transform, "bg/pageContent/treasureList")
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this.itemPre = Util.GetGameObject(this.treasureList, "itemPro")
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this.btn_qmfl = Util.GetGameObject(this.transform, "bg/topBar/btn_qmfl")
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this.btn_qmfl:GetComponent("Image").sprite = this.spLoader:LoadSprite("GM_qmfl_botton_zh")
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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,
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Vector2.New(950, 1000), 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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end
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--绑定事件(用于子类重写)
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function GodsWayTreasurePanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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this:ClosePanel()
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end)
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Util.AddClick(this.quesBtn, function()
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--LogGreen(this.helpPosition.x.."+"..this.helpPosition.y)
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.GodsWayTreasure, 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.y)
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UIManager.OpenPanel(UIName.QuanMinFLPanel, curId)
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end)
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end
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function GodsWayTreasurePanel: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 GodsWayTreasurePanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeSuccess, self.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 GodsWayTreasurePanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeSuccess, self.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 GodsWayTreasurePanel:OnOpen(...)
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--初始化数据
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local args = ...
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curType = args
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end
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local activityType = 0
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local curFloor = 0
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local giftId
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-- 打开,重新打开时回调
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function GodsWayTreasurePanel:OnShow()
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this.tips.text = Language[12912]
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curFloor = GodsWayTowerManager.GetTowerFloorByType(curType)
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--this.time.text=TimeToDHMS(TreasureOfHeavenManger.resetTime - GetTimeStamp())
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local config = ConfigManager.GetConfigData(ConfigName.DuoDuiTowerConfig, curType)
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giftId = config.RechargeCommodity
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--local activityType=0
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if curType == 1 then
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this.titleImg.sprite = this.spLoader:LoadSprite("godsWayTower_mb_title1_zh")
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activityType = ActivityTypeDef.godsWayTowerTreasure_two
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curId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.godsWayTowerTreasure_two)
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else
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this.titleImg.sprite = this.spLoader:LoadSprite("godsWayTower_mb_title2_zh")
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activityType = ActivityTypeDef.godsWayTowerTreasure_three
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curId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.godsWayTowerTreasure_three)
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end
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LogError("curid===============" .. curId)
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this.btn_qmfl:SetActive(false)
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this:refresh()
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end
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function GodsWayTreasurePanel:refresh()
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treasureState = OperatingManager.IsBuyGift(giftId) and 1 or 0
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local info = ActivityGiftManager.GetActivityTypeInfo(activityType)
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if info.mission then
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rewardData = info.mission
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end
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this:topBar()
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this:showTaskList()
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end
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--topBar按钮状态
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function GodsWayTreasurePanel:topBar()
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--设置礼包购买按钮状态
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this.buyBtn:GetComponent("Button").interactable = treasureState == 0
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this.Text1.gameObject:SetActive(treasureState == 0)
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this.Text2.gameObject:SetActive(treasureState == 1)
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this.Text1:GetComponent("Text").text = MoneyUtil.GetMoneyUnitNameWithMoney(ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, giftId).Price)
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if treasureState == 0 then
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Util.AddOnceClick(this.buyBtn, function()
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--UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,1)
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PayManager.Pay(giftId, function()
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treasureState = 1
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this.Text1.gameObject:SetActive(false)
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this.Text2.gameObject:SetActive(true)
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this:refresh()
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end)
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end)
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end
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this.scoreText.text = curFloor
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end
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--任务列表
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function GodsWayTreasurePanel:showTaskList()
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this.ScrollView:SetData(rewardData, function(index, rewardItem)
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this:SingleTask(rewardItem, rewardData[index])
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end)
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--定位打开界面时位置
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local t = 0
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if curFloor == 0 then
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for i = 1, #rewardData do
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if rewardData[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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elseif curFloor == 1 then
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for i = 1, #rewardData do
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if rewardData[i].state == 1 or rewardData[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 - 2)
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end
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local itemsList = {}
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--单个任务
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function GodsWayTreasurePanel:SingleTask(rewardItem, singleData)
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local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
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local pos1 = Util.GetGameObject(rewardItem, "itemPos_1")
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local pos3 = Util.GetGameObject(rewardItem, "itemPos_3")
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local pos4 = Util.GetGameObject(rewardItem, "itemPos_4")
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if not itemsList[rewardItem] then
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local item1 = SubUIManager.Open(SubUIConfig.ItemView, pos1.transform)
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local item3 = SubUIManager.Open(SubUIConfig.ItemView, pos3.transform)
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local item4 = SubUIManager.Open(SubUIConfig.ItemView, pos4.transform)
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itemsList[rewardItem] = { item1, item3, item4 }
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end
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scoreLevel.text = ConfigData[singleData.missionId].Count
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itemsList[rewardItem][1]:OnOpen(false,
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{ ConfigData[singleData.missionId].Reward[1][1], ConfigData[singleData.missionId].Reward[1][2] }, 0.8, false)
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itemsList[rewardItem][2]:OnOpen(false,
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{ ConfigData[singleData.missionId].TreasureReward[1][1], ConfigData[singleData.missionId].TreasureReward[1][2] },
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0.8, false)
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-- itemsList[rewardItem][3]:OnOpen(false, {ConfigData[singleData.missionId].TreasureReward[2][1], ConfigData[singleData.missionId].TreasureReward[2][2]}, 0.8, false)
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itemsList[rewardItem][3].gameObject:SetActive(false)
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--初始化按钮状态
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GodsWayTreasurePanel:InitButtonState(rewardItem, singleData)
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end
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--初始化按钮状态
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function GodsWayTreasurePanel: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 curFloor >= ConfigData[singleData.missionId].Count then
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if (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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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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else --rewardSingleData.state == 0
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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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end
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else
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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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end
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--添加点击事件
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Util.AddOnceClick(btnDeal, function()
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this:OnBtnDealClicked(rewardItem, singleData)
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end)
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--红点状态
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--redPoint:SetActive(TreasureOfHeavenManger.RedPointState(singleData,treasureState))
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end
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--按钮事件
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function GodsWayTreasurePanel:OnBtnDealClicked(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, "btnDeal/finished")
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if curFloor >= ConfigData[singleData.missionId].Count then --分数达到要求
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if (singleData.state == 0 and treasureState == 0) or --任务未领取+礼包未购买
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(singleData.state == 1 and treasureState == 1) or --任务已领取+礼包已购买
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(singleData.state == 0 and treasureState == 1) then --任务未领取+礼包已购买
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-- NetManager.GetTreasureOfHeavenRewardRequest(singleData.id,function(msg)
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-- UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
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-- --需要刷新界面
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-- if treasureState == 0 then--判断是否已经购买了礼包
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-- TreasureOfHeavenManger.SetSingleRewardState(singleData.id,1)
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-- else
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-- TreasureOfHeavenManger.SetSingleRewardState(singleData.id,-1)
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-- end
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-- end)
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NetManager.GetActivityRewardRequest(singleData.missionId, curId, function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function()
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end)
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--ActivityGiftManager.SetActivityInfo()
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this:refresh() --刷新界面
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end)
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elseif singleData.state == 1 and treasureState == 0 then ----任务已领取+礼包未购买(弹出购买界面)
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-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,1)
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end
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else --分数未达到要求
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PopupTipPanel.ShowTip(Language[11040])
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end
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end
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function GodsWayTreasurePanel:ShowTime()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = nil
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end
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local t = TreasureOfHeavenManger.resetTime
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local time
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self.localTimer = Timer.New(function()
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time = t - GetTimeStamp()
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if t - GetTimeStamp() <= 0 then
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time = 0
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t = TreasureOfHeavenManger.resetTime
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treasureState = nil
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this.ScrollView:SetIndex(1)
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--TreasureOfHeavenPanel:refresh()--不刷新了,直接踢出去
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ExpeditionManager.RefreshPanelShowByState()
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end
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this.time.text = TimeToDHMS(time)
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end, 1, -1, true)
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self.localTimer:Start()
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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 GodsWayTreasurePanel:OnClose()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = 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 GodsWayTreasurePanel:OnDestroy()
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this.spLoader:Destroy()
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rewardData = {}
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end
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return GodsWayTreasurePanel
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