274 lines
11 KiB
Lua
274 lines
11 KiB
Lua
require("Base/BasePanel")
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local TreasureOfHeavenPanel = Inherit(BasePanel)
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local this = TreasureOfHeavenPanel
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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 rewardData--表内活动数据
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--初始化组件(用于子类重写)
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function TreasureOfHeavenPanel:InitComponent()
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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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--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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--设置滚动条
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.treasureList.transform,this.itemPre,nil,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 TreasureOfHeavenPanel: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.TreasureOfHeaven,this.helpPosition.x,this.helpPosition.y)
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end)
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end
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function TreasureOfHeavenPanel: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 TreasureOfHeavenPanel: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 TreasureOfHeavenPanel: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 TreasureOfHeavenPanel:OnOpen(...)
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--初始化数据
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end
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-- 打开,重新打开时回调
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function TreasureOfHeavenPanel:OnShow()
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this.tips.text = Language[11988]
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this.time.text=TimeToDHMS(TreasureOfHeavenManger.GetLimitTime()-GetTimeStamp())
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TreasureOfHeavenPanel:ShowTime()
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TreasureOfHeavenPanel:refresh()
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end
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function TreasureOfHeavenPanel:refresh()
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rewardData = TreasureOfHeavenManger.GetAllRewardData()
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treasureState = TreasureOfHeavenManger.GetTreasureState()--秘宝礼包状态 0:可购买 1:已购买
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rewardStateData = TreasureOfHeavenManger.GetState()--任务状态
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if #rewardStateData <= 0 then
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NetManager.TreasureOfHeavenScoreRequest(function(msg)
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curScore = TreasureOfHeavenManger.GetScore()--当前分数
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rewardStateData = TreasureOfHeavenManger.GetState()--任务状态
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TreasureOfHeavenPanel:topBar()
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TreasureOfHeavenPanel:showTaskList()
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end)
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else
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curScore = TreasureOfHeavenManger.GetScore()--当前分数
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TreasureOfHeavenPanel:topBar()
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TreasureOfHeavenPanel:showTaskList()
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end
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end
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--topBar按钮状态
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function TreasureOfHeavenPanel: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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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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end)
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end
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this.scoreText.text = curScore
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end
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--任务列表
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function TreasureOfHeavenPanel:showTaskList()
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this.ScrollView:SetData(rewardData,function(index, rewardItem)
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TreasureOfHeavenPanel: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 treasureState == 0 then
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for i = 1, #rewardStateData do
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if rewardStateData[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 treasureState == 1 then
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for i = 1, #rewardStateData do
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if rewardStateData[i].state == 1 or rewardStateData[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 TreasureOfHeavenPanel:SingleTask(rewardItem, rewardSingleData)
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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 = rewardSingleData.Integral
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itemsList[rewardItem][1]:OnOpen(false, {rewardSingleData.Reward[1][1], rewardSingleData.Reward[1][2]}, 0.8, false)
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itemsList[rewardItem][2]:OnOpen(false, {rewardSingleData.TreasureReward[1][1], rewardSingleData.TreasureReward[1][2]}, 0.8, false)
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itemsList[rewardItem][3]:OnOpen(false, {rewardSingleData.TreasureReward[2][1], rewardSingleData.TreasureReward[2][2]}, 0.8, false)
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--初始化按钮状态
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TreasureOfHeavenPanel:InitButtonState(rewardItem, rewardSingleData)
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end
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--初始化按钮状态
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function TreasureOfHeavenPanel:InitButtonState(rewardItem, rewardSingleData)
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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 = rewardStateData[rewardSingleData.Id].state
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--判断
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if curScore >= rewardSingleData.Integral 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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TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,rewardSingleData)
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end)
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--红点状态
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redPoint:SetActive(TreasureOfHeavenManger.RedPointState(rewardStateData[rewardSingleData.Id],treasureState))
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end
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--按钮事件
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function TreasureOfHeavenPanel:OnBtnDealClicked(rewardItem,rewardSingleData)
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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 curScore >= rewardSingleData.Integral then--分数达到要求
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if (rewardStateData[rewardSingleData.Id].state == 0 and treasureState == 0) or--任务未领取+礼包未购买
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(rewardStateData[rewardSingleData.Id].state == 1 and treasureState == 1) or--任务已领取+礼包已购买
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(rewardStateData[rewardSingleData.Id].state == 0 and treasureState == 1)then--任务未领取+礼包已购买
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NetManager.GetTreasureOfHeavenRewardRequest(rewardStateData[rewardSingleData.Id].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(rewardStateData[rewardSingleData.Id].id,1)
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else
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TreasureOfHeavenManger.SetSingleRewardState(rewardStateData[rewardSingleData.Id].id,-1)
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end
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TreasureOfHeavenPanel:refresh()--刷新界面
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end)
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elseif rewardStateData[rewardSingleData.Id].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[11989])
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end
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end
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function TreasureOfHeavenPanel: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.GetLimitTime()
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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.GetLimitTime()
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treasureState = nil
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TreasureOfHeavenPanel:refresh()
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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 TreasureOfHeavenPanel: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 TreasureOfHeavenPanel:OnDestroy()
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rewardStateData = {}
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end
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return TreasureOfHeavenPanel |