549 lines
26 KiB
Lua
549 lines
26 KiB
Lua
local HomeLand = quick_class("HomeLand", BasePanel)
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local HomeLandConfig = ConfigManager.GetConfig(ConfigName.HomeLand)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
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local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
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local GlobalSystemConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local costStr = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,100).Value,"#")
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local bool = false
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function HomeLand:InitComponent()
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self.spLoader = SpriteLoader.New()
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-- if not self.playerInfoView then
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-- self.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, self.transform)
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-- end
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self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform)
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self.btnBack = Util.GetGameObject(self.gameObject,"btnBack")
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self.map = Util.GetGameObject(self.gameObject,"Map")
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self.Grid = Util.GetGameObject(self.map,"Grid")
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self.Bg = Util.GetGameObject(self.map,"Bg")
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self.Privi = Util.GetGameObject(self.map,"Privi")
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self.PriviBtn = Util.GetGameObject(self.map,"goBtn")
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self.RightUp = Util.GetGameObject(self.map,"RightUp")
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self.RightDown = Util.GetGameObject(self.map,"RightDown")
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self.helpBtn = Util.GetGameObject(self.RightUp, "helpBtn")
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self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
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--privi
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self.priviDi = Util.GetGameObject(self.Privi,"di")
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self.priviDi:SetActive(false)
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self.priviText = Util.GetGameObject(self.Privi,"di/Text"):GetComponent("Text")
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--btns
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self.taskBtn = Util.GetGameObject(self.RightUp,"Task")
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self.taskRed = Util.GetGameObject(self.taskBtn,"redpoint")
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self.yunYouBtn = Util.GetGameObject(self.RightUp,"YunYou")
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self.oneKey = Util.GetGameObject(self.RightDown,"OneKey")
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--产出详情框
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self.GainDetail = Util.GetGameObject(self.map,"GainDetail")
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self.maskBtn = Util.GetGameObject(self.GainDetail,"mask")
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self.Kuang = Util.GetGameObject(self.GainDetail,"Kuang")
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self.Btn = Util.GetGameObject(self.GainDetail,"Btn")
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self.BtnImage = Util.GetGameObject(self.Btn,"Image")
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--progress
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self.progress = Util.GetGameObject(self.Kuang,"Progress")
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self.helpBtn1 = Util.GetGameObject(self.progress,"Help1")
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self.progressPre = Util.GetGameObject(self.progress,"progressPre")
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self.preList1 = {}
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--detail
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self.detail = Util.GetGameObject(self.Kuang,"Detail")
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self.helpBtn2 = Util.GetGameObject(self.detail,"Help2")
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self.detailPre = Util.GetGameObject(self.detail,"detailPre")
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self.preList2 = {}
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--地图点信息
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self.mapData = {}
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for i = 1, 7 do
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self.mapData[i] = {}
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self.mapData[i].Obj = Util.GetGameObject(self.Bg,"Map ("..i..")")
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self.mapData[i].Title = Util.GetGameObject(self.mapData[i].Obj,"Title")
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self.mapData[i].levelImg = Util.GetGameObject(self.mapData[i].Title,"levelImg")
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self.mapData[i].level = Util.GetGameObject(self.mapData[i].levelImg,"levelText"):GetComponent("Text")
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self.mapData[i].NameImg = Util.GetGameObject(self.mapData[i].Title,"NameImg")
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self.mapData[i].RedPoint = Util.GetGameObject(self.mapData[i].Title,"redpoint")
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self.mapData[i].Lock = Util.GetGameObject(self.mapData[i].Title,"lock")
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self.mapData[i].RedPoint:SetActive(false)
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self.mapData[i].CanGet = Util.GetGameObject(self.mapData[i].Obj,"CanGet")
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self.mapData[i].Icon = Util.GetGameObject(self.mapData[i].Obj,"CanGet/Image"):GetComponent("Image")
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self.mapData[i].Btns = Util.GetGameObject(self.mapData[i].Obj,"Btns")
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self.mapData[i].BtnsCanvas = self.mapData[i].Btns:GetComponent("Canvas")
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self.mapData[i].OpenLimit = Util.GetGameObject(self.mapData[i].Title,"OpenLimit")
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self.mapData[i].limitText = Util.GetGameObject(self.mapData[i].OpenLimit,"OpenLimitText"):GetComponent("Text")
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self.mapData[i].upgradeImg = Util.GetGameObject(self.mapData[i].Obj,"Updating")
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self.mapData[i].upgradeImg:SetActive(true)
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self.mapData[i].updateTime = Util.GetGameObject(self.mapData[i].Obj,"updateTime")
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self.mapData[i].updateTimeText = Util.GetGameObject(self.mapData[i].updateTime,"updateText"):GetComponent("Text")
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self.mapData[i].timeSlide = Util.GetGameObject(self.mapData[i].updateTime,"Slide/Image"):GetComponent("Image")
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self.mapData[i].btnDetail = Util.GetGameObject(self.mapData[i].Btns,"Detail")
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self.mapData[i].btnUpgrade = Util.GetGameObject(self.mapData[i].Btns,"Upgrade")
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self.mapData[i].upGradeRed = Util.GetGameObject(self.mapData[i].btnUpgrade,"upGradeRed")
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self.mapData[i].btnCancel = Util.GetGameObject(self.mapData[i].Btns,"Cancel")
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self.mapData[i].btnCancel:SetActive(false)
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self.mapData[i].btnSpeedUp = Util.GetGameObject(self.mapData[i].Btns,"Speed")
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self.mapData[i].btnUsePri = Util.GetGameObject(self.mapData[i].Btns,"UsePri")
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self.mapData[i].leftTime = -1
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self.mapData[i].showTime = -1
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self.mapData[i].effect1 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_jianzao")
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self.mapData[i].effect2 = Util.GetGameObject(self.mapData[i].upgradeImg,"c_shengji")
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self.mapData[i].effect1:SetActive(false)
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self.mapData[i].effect2:SetActive(false)
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end
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self.curSelect = 0
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end
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function HomeLand:BindEvent()
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Util.AddClick(self.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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self:ClosePanel()
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end)
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--帮助按钮
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.HomeLand, self.helpPosition.x,self.helpPosition.y)
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end)
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Util.AddClick(self.Bg, function()
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self.curSelect = 0
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for j = 1, 5 do
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self.mapData[j].Btns:SetActive(false)
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end
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end)
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for i = 1, 5 do
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--打开菜单
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Util.AddOnceClick(self.mapData[i].Obj,function ()
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if self.curSelect ~= i then
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for j = 1, 5 do
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self.mapData[j].Btns:SetActive(false)
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end
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self.curSelect = i
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if HomeLandManager.BuildData[i].dataMain.IsOpen ~= 1 then
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PopupTipPanel.ShowTip(string.format("%s 暂未开放",HomeLandManager.BuildData[i].dataMain.Name))
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return
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end
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if HomeLandConfig[i].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[i].UnlockLevel[2] then
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PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2]))
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return
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end
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self.mapData[i].Btns:SetActive(true)
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HomeLandManager.SetButtonPosition(self.mapData[i].Btns)
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PlayUIAnim(self.mapData[i].Btns)
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end
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end)
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--打开信息界面
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Util.AddOnceClick(self.mapData[i].btnDetail,function ()
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandBuildingDetail,HomeLandManager.BuildData[i])
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end)
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--打开升级界面
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Util.AddOnceClick(self.mapData[i].btnUpgrade,function ()
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandUpgrade,{HomeLandManager.BuildData[i],self.mapData[i]})
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end)
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--打开加速
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Util.AddOnceClick(self.mapData[i].btnSpeedUp,function ()
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local value = math.ceil((HomeLandManager.BuildData[i].endTime - GetTimeStamp())/tonumber(costStr[1]))*tonumber(costStr[3])
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-- LogGreen("需要16:"..tostring(value).." 现有:"..tostring(BagManager.GetTotalItemNum(16)))
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if BagManager.GetTotalItemNum(16) >= value then
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MsgPanel.ShowTwo(string.format("是否花费%s妖晶立即升级?",value),function() end,function()
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if BagManager.GetTotalItemNum(16) < value then
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PopupTipPanel.ShowTip("妖晶不足!")
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return
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end
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},2,0,function ()
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self.mapData[i].leftTime = -1
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PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
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--特效
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self.mapData[i].effect2:SetActive(true)
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Timer.New(function ()
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self.mapData[i].effect2:SetActive(false)
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end,1):Start()
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NetManager.HomeInfoRequest(function ()
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self:OnShow()
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end)
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end)
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end,"取消","确定")
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else
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PopupTipPanel.ShowTip("妖晶不足!")
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end
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end)
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--特权加速
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Util.AddOnceClick(self.mapData[i].btnUsePri,function ()
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local level = HomeLandManager.BuildData[i].dataSingle.level
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NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},4,4021,function ()
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PrivilegeManager.RefreshPrivilegeUsedTimes(4021,1)
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self.mapData[i].leftTime = -1
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if level ~= HomeLandManager.BuildData[i].dataSingle.level then
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PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
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end
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--特效
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self.mapData[i].effect2:SetActive(true)
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Timer.New(function ()
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self.mapData[i].effect2:SetActive(false)
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end,1):Start()
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NetManager.HomeInfoRequest(function ()
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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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--取消
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-- Util.AddOnceClick(self.mapData[i].btnCancel,function ()
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-- NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},3,0,function ()
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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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--建木神树
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Util.AddOnceClick(self.mapData[7].Obj,function ()
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE) then
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UIManager.OpenPanel(UIName.SacredTreePanel)
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end
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end)
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--摘星阁
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Util.AddOnceClick(self.mapData[6].Obj,function ()
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if HomeLandManager.BuildData[6].dataMain.IsOpen ~= 1 then
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PopupTipPanel.ShowTip(string.format("%s 暂未开放",HomeLandManager.BuildData[6].dataMain.Name))
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return
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end
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if HomeLandConfig[6].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[6].UnlockLevel[2] then
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PopupTipPanel.ShowTip(string.format("浮生殿到达%s级开启",HomeLandConfig[6].UnlockLevel[2]))
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return
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end
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-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HomeLandEquip)
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UIManager.OpenPanel(UIName.HomeLandEquipPopup)
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end)
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--产出详情框
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Util.AddClick(self.maskBtn, function()
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bool = false
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self.maskBtn:SetActive(bool)
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self:SetDetailBar()
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end)
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Util.AddClick(self.Btn, function()
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bool = not bool
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self:SetDetailBar()
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end)
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--一键收获
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Util.AddClick(self.oneKey, function()
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local time = GetTimeStamp()
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local count1 = 0--是否到达可收取的时间
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local count2 = 0
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for i = 1, 4 do
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local curObjData = self.mapData[i].data
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-- LogGreen("curObjData:"..tostring(curObjData.dataSingle.Id))
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local remainTime = time - curObjData.startTime
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if remainTime < 60 then
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count1 = count1 + 1--时间不够
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end
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if curObjData.dataSingle.Storage and curObjData.dataSingle.Storage[2][1] ~= 14 and curObjData.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(curObjData.dataSingle.Storage[2][1]) then
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count2 = count2 + 1--容量不够
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end
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end
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if count1 == 4 then
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PopupTipPanel.ShowTip("当前无资源可收取,请耐心等待~")
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return
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end
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if count2 == 4 then
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PopupTipPanel.ShowTip("资源已达储藏上限,无法收获~")
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return
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elseif count2 == 0 then
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--全部都可以收取
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else
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local thread=coroutine.start(function()
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for i = 1, 4 do
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local curObjData = self.mapData[i].data
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LogRedTable(curObjData.dataSingle.Storage)
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if curObjData.dataSingle.Storage and curObjData.dataSingle.Storage[2][1] ~= 14 and curObjData.dataSingle.Storage[2][2]~=0 and curObjData.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(curObjData.dataSingle.Storage[2][1]) then
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LogError("curObjData.dataSingle.Storage[2][2]=="..curObjData.dataSingle.Storage[2][1].." "..BagManager.GetTotalItemNum(curObjData.dataSingle.Storage[2][1]))
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PopupTipPanel.ShowTip(string.format("%s已达储藏上限,无法收获~",ItemConfig[curObjData.dataSingle.Storage[2][1]].Name))
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end
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coroutine.wait(0.1)
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end
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end)
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end
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NetManager.HomeAllGainRequset(0,function ()
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self:OnShow()
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end)
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end)
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--特权卡
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Util.AddClick(self.Privi, function()
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandPrivilege)
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end)
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Util.AddClick(self.PriviBtn, function()
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.HomeLandPrivilege)
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end)
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--右侧按钮们
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Util.AddClick(self.taskBtn, function()
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MonsterCampManager.preType = 5
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UIManager.OpenPanel(UIName.TrialRewardPopup,HomeLandManager.SetRewardData(),function(id,rewardFunc)
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NetManager.TakeMissionRewardRequest(TaskTypeDef.HomeLandTask,id, function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
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if rewardFunc then
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rewardFunc()
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end
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end)
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end)
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end,5)
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end)
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end
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function HomeLand:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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Game.GlobalEvent:AddEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self)
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end
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function HomeLand:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Privilege.OnPrivilegeZeroUpdate, self.OnShow,self)
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end
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--待功能扩展(试图打开某个状态)
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function HomeLand:OnOpen()
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HomeLand })
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end
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function HomeLand:OnSortingOrderChange()
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for i = 1, 7 do
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local curObj = self.mapData[i]
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Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1)
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Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1)
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curObj.BtnsCanvas.overrideSorting = true
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curObj.BtnsCanvas.sortingOrder = self.sortingOrder + 2
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end
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SetParticleSortLayer(self.PriviBtn,self.sortingOrder+2)
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end
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function HomeLand:OnShow()
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self.curSelect = 0
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for j = 1, 5 do
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self.mapData[j].Btns:SetActive(false)
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end
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HomeLandManager.CheckPrivilege()
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self:SetBuildsState()
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self:SetTime()
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self:InitDetailBar()
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self:SetRedPoint()
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end
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--初始化详细信息列表
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function HomeLand:InitDetailBar()
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local targetPos = bool and Vector3.zero or Vector3.New(863,-722,0)
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self.Kuang:GetComponent("RectTransform").localPosition = targetPos
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self.maskBtn:SetActive(bool)
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for key, value in pairs(self.preList1) do
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value:SetActive(false)
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end
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for key, value in pairs(self.preList2) do
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value:SetActive(false)
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end
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for i = 1, 7 do
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local data = HomeLandManager.BuildData[i]
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if data.dataMain.Type == 1 and data.startTime > 0 then
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--进度条部分
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if data.dataSingle.Gain[1] ~= 14 then
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local go = self.preList1[i]
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if not go then
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go = newObjToParent(self.progressPre,self.progress.transform)
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self.preList1[i] = go
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end
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go:SetActive(true)
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local icon = Util.GetGameObject(go,"Icon"):GetComponent("Image")
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local num = Util.GetGameObject(go,"Num"):GetComponent("Text")
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local slider = Util.GetGameObject(go,"Slide/Image"):GetComponent("Image")
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icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1]))
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local value = data.dataSingle.Storage[2][2]/100000 > 10 and math.floor(data.dataSingle.Storage[2][2]/10000).."万" or data.dataSingle.Storage[2][2]
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num.text = string.format("%s/%s",BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1]),value)
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slider.fillAmount = BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1])/data.dataSingle.Storage[2][2]
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end
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--数值部分
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local go2 = self.preList2[i]
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if not go2 then
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go2 = newObjToParent(self.detailPre,self.detail.transform)
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self.preList2[i] = go2
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end
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go2:SetActive(true)
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local icon = Util.GetGameObject(go2,"Icon"):GetComponent("Image")
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local num = Util.GetGameObject(go2,"Num"):GetComponent("Text")
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icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1]))
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local v = ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,4022).Condition[1][2]/10000-1
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local priValue = HomeLandManager.activePrivilege and string.format("<color=#00FF00>+%s</color>",math.ceil(data.dataSingle.Gain[2]*v)) or ""
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num.text = string.format("%s产量:%s %s/分钟",ItemConfig[data.dataSingle.Gain[1]].Name,data.dataSingle.Gain[2],priValue)
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||
end
|
||
end
|
||
|
||
end
|
||
--详细信息列表的移动
|
||
function HomeLand:SetDetailBar()
|
||
self.maskBtn:SetActive(bool)
|
||
local targetPos = bool and Vector3.New(216,-722,0) or Vector3.New(863,-722,0)
|
||
local rotation = bool and Vector3.New(0,180,0) or Vector3.zero
|
||
self.Kuang.transform:DOLocalMove(targetPos, 0.8)
|
||
self.BtnImage.transform:DORotate(rotation,0.8)
|
||
end
|
||
|
||
--设置地图内建筑信息
|
||
function HomeLand:SetBuildsState()
|
||
for i = 1, 7 do
|
||
local data = HomeLandManager.BuildData[i]
|
||
local curObj = self.mapData[i]
|
||
curObj.data = HomeLandManager.BuildData[i]
|
||
curObj.OpenLimit:SetActive(true)
|
||
curObj.Lock:SetActive(true)
|
||
curObj.btnUpgrade:SetActive(false)
|
||
-- curObj.btnCancel:SetActive(false)
|
||
curObj.btnSpeedUp:SetActive(false)
|
||
curObj.btnUsePri:SetActive(false)
|
||
curObj.levelImg:SetActive(false)
|
||
Util.SetGray(curObj.NameImg,true)
|
||
curObj.effect1:SetActive(false)
|
||
curObj.updateTime:SetActive(false)
|
||
curObj.CanGet:SetActive(false)
|
||
Util.SetParticleSortLayer(curObj.effect1,self.sortingOrder + 1)
|
||
Util.SetParticleSortLayer(curObj.effect2,self.sortingOrder + 1)
|
||
curObj.BtnsCanvas.overrideSorting = true
|
||
curObj.BtnsCanvas.sortingOrder = self.sortingOrder + 2
|
||
if data.dataMain.IsOpen == 1 then--部分建筑未进入版本显示未开放
|
||
--如果主城未到等级,显示开启条件
|
||
if HomeLandConfig[i].UnlockLevel[1] == 1 and PlayerManager.level < HomeLandConfig[i].UnlockLevel[2] then
|
||
curObj.limitText.text = string.format("玩家等级到达%s级开启",HomeLandConfig[i].UnlockLevel[2])
|
||
elseif HomeLandConfig[i].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLandConfig[i].UnlockLevel[2] then
|
||
curObj.limitText.text = string.format("浮生殿到达%s级开启",HomeLandConfig[i].UnlockLevel[2])
|
||
elseif HomeLandConfig[i].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2] then
|
||
curObj.limitText.text = string.format("玩家等级到达%s级开启",GlobalSystemConfig[HomeLandConfig[i].UnlockLevel[2]].OpenRules[2])
|
||
else
|
||
curObj.OpenLimit:SetActive(false)
|
||
curObj.Lock:SetActive(false)
|
||
Util.SetGray(curObj.NameImg,false)
|
||
if data.dataSingle then
|
||
curObj.level.text = string.format("%s级",data.dataSingle.level)
|
||
curObj.levelImg:SetActive(true)
|
||
end
|
||
end
|
||
if data.dataSingle then
|
||
if data.dataSingle.Gain then--有产出的才需要icon
|
||
curObj.Icon.sprite = self.spLoader:LoadSprite(GetSpriteNameByItemId(data.dataSingle.Gain[1]))
|
||
if not curObj.OpenLimit.activeInHierarchy then
|
||
curObj.showTime = data.startTime + 60
|
||
curObj.CanGet:SetActive(data.startTime + 60 < GetTimeStamp())
|
||
PlayUIAnim(curObj.CanGet)
|
||
end
|
||
end
|
||
if data.endTime > GetTimeStamp() then--如果有结束时间说明在升级,可以取消,可以加速
|
||
-- curObj.btnCancel:SetActive(true)
|
||
curObj.btnSpeedUp:SetActive(true)
|
||
curObj.btnUsePri:SetActive(PrivilegeManager.GetPrivilegeRemainValue(4021)>0)
|
||
curObj.effect1:SetActive(true)
|
||
curObj.updateTime:SetActive(true)
|
||
curObj.leftTime = data.endTime - GetTimeStamp() >= 0 and data.endTime - GetTimeStamp() or -1
|
||
curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime)
|
||
curObj.timeSlide.fillAmount = (data.dataSingle.Time-curObj.leftTime)/data.dataSingle.Time
|
||
-- PlayUIAnim(curObj.upgradeImg)
|
||
else--如果没有就是可以点击升级
|
||
if data.dataSingle.Cost then
|
||
-- LogGreen("Name:"..tostring(data.dataSingle.Name).." cost:"..tostring(data.dataSingle.Cost[1][1]).."#"..data.dataSingle.Cost[1][2])
|
||
curObj.btnUpgrade:SetActive(true)
|
||
end
|
||
end
|
||
end
|
||
else
|
||
curObj.limitText.text = "暂未开放"
|
||
end
|
||
|
||
Util.AddOnceClick(curObj.CanGet,function ()
|
||
if data.dataSingle.Storage[2][1] ~= 14 and data.dataSingle.Storage[2][2] <= BagManager.GetTotalItemNum(data.dataSingle.Storage[2][1]) then
|
||
PopupTipPanel.ShowTip("当前资源已达库存上限,提升建筑等级可增加库存上限!")
|
||
return
|
||
end
|
||
NetManager.HomeAllGainRequset(data.dataMain.Id,function ()
|
||
self:OnShow()
|
||
end)
|
||
end)
|
||
end
|
||
end
|
||
|
||
--时间
|
||
function HomeLand:SetTime()
|
||
if self.timer then
|
||
self.timer:Stop()
|
||
self.timer = nil
|
||
end
|
||
Util.SetGray(self.Privi,not HomeLandManager.activePrivilege)
|
||
self.timer = Timer.New(function ()
|
||
for i = 1, 7 do
|
||
local curObj = self.mapData[i]
|
||
curObj.updateTime:SetActive(curObj.leftTime >= 0)
|
||
if curObj.leftTime >= 0 then
|
||
curObj.updateTimeText.text = TimeToFelaxible(curObj.leftTime)
|
||
curObj.leftTime = curObj.leftTime -1
|
||
curObj.timeSlide.fillAmount = (curObj.data.dataSingle.Time-curObj.leftTime)/curObj.data.dataSingle.Time
|
||
if curObj.leftTime < 0 then
|
||
curObj.effect2:SetActive(true)
|
||
NetManager.HomeInfoRequest(function ()
|
||
self:OnShow()
|
||
if UIManager.IsOpen(UIName.MsgPanel) then
|
||
UIManager.ClosePanel(UIName.MsgPanel)
|
||
end
|
||
PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",curObj.data.dataMain.Name,curObj.data.dataSingle.level))
|
||
Timer.New(function ()
|
||
curObj.effect2:SetActive(false)
|
||
end,1):Start()
|
||
end)
|
||
end
|
||
end
|
||
curObj.CanGet:SetActive(curObj.showTime > 0 and curObj.showTime < GetTimeStamp())
|
||
if curObj.showTime > 0 then
|
||
local bool = (GetTimeStamp() - curObj.data.startTime)/60*curObj.data.dataSingle.Gain[2] >= curObj.data.dataSingle.Storage[1][2]
|
||
local img = bool and "f_fushengmeni_qipaohuang" or "f_fushengmeni_qipao"
|
||
curObj.CanGet:GetComponent("Image").sprite = self.spLoader:LoadSprite(img)
|
||
end
|
||
end
|
||
self.priviDi:SetActive(HomeLandManager.activePrivilege)
|
||
self.PriviBtn:SetActive(not HomeLandManager.activePrivilege)
|
||
Util.SetGray(self.Privi,not HomeLandManager.activePrivilege)
|
||
local leftTime = PrivilegeManager.GetPrivilegeLeftTimeById(4022)
|
||
self.priviText.text= Language[10469]..GetLeftTimeStrByDeltaTime(leftTime)
|
||
--self.priviText.text = string.format("今日剩余:%s",HomeLandManager.priviLeftTime)
|
||
end, 1, -1, true)
|
||
self.timer:Start()
|
||
end
|
||
|
||
function HomeLand:SetRedPoint()
|
||
for i = 1, 5 do
|
||
self.mapData[i].RedPoint:SetActive(HomeLandManager.singleGet(i) or HomeLandManager.singleUpgrade(i))
|
||
self.mapData[i].upGradeRed:SetActive(HomeLandManager.singleUpgrade(i))
|
||
end
|
||
self.mapData[6].RedPoint:SetActive(HomeLandManager.CheckEquipUpgrade())
|
||
self.taskRed:SetActive(HomeLandManager.CheckMission())
|
||
end
|
||
|
||
function HomeLand:OnClose()
|
||
self.curSelect = 0
|
||
bool = false
|
||
for j = 1, 5 do
|
||
self.mapData[j].Btns:SetActive(false)
|
||
end
|
||
end
|
||
|
||
function HomeLand:OnDestroy()
|
||
self.spLoader:Destroy()
|
||
SubUIManager.Close(self.UpView)
|
||
self.UpView = nil
|
||
if self.timer then
|
||
self.timer:Stop()
|
||
self.timer = nil
|
||
end
|
||
-- if self.playerInfoView then
|
||
-- SubUIManager.Close(self.playerInfoView)
|
||
-- self.playerInfoView = nil
|
||
-- end
|
||
end
|
||
|
||
return HomeLand |