845 lines
37 KiB
Lua
845 lines
37 KiB
Lua
--local LuckyTurnTablePanel= quick_class("LuckyTurnTablePanel")
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--local this = LuckyTurnTablePanel
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--function LuckyTurnTablePanel:ctor(mainPanel, gameObject)
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-- self.mainPanel = mainPanel
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-- self.gameObject = gameObject
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-- self:InitComponent(gameObject)
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-- self:BindEvent()
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--end
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require("Base/BasePanel")
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LuckyTurnTablePanel = Inherit(BasePanel)
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local this = LuckyTurnTablePanel
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---背景盘图片切换资源名
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local BgName={ "x_xytb_quan_01","x_xytb_quan_03","x_xytb_quan_11","x_xytb_quan_33" }
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---奖盒进度圆圈资源名
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local RewardName={"x_xytb_dian","x_xytb_dian_02"}
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---转盘旋转类型
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local TableTurnType={
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Normal=1,--默认旋转
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Expedite=2,--加快旋转
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}
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local curTurnPos=1 --当前位置
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this.thread=nil --协程
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this.refreshTimer=nil
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this.upView = nil
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---初始化组件(用于子类重写)
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function LuckyTurnTablePanel:InitComponent(gameObject)
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LuckyTurnTableManager.InitTableData()
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LuckyTurnTableManager.GetLuckyTurnRequest()
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this.luckyTurnPanel=Util.GetGameObject(self.gameObject,"Panel")
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this.upView = SubUIManager.Open(SubUIConfig.UpView, this.luckyTurnPanel.transform, { showType = UpViewOpenType.ShowLeft })
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this.mask=Util.GetGameObject(this.luckyTurnPanel,"Mask")
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this.helpBtn=Util.GetGameObject(this.luckyTurnPanel,"HelpBtn")
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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this.backBtn=Util.GetGameObject(this.luckyTurnPanel,"BackBtn")
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--this.activityCountDownText = Util.GetGameObject(this.luckyTurnPanel, "CountDownTimeText"):GetComponent("Text")--活动倒计时
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this.luckyTreasureBtn=Util.GetGameObject(this.luckyTurnPanel, "Top/LuckyTreasureBtn")--幸运探宝按钮
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this.luckyTreasureSelectBG=Util.GetGameObject(this.luckyTreasureBtn, "SelectBG")
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this.luckyTreasureText=Util.GetGameObject(this.luckyTreasureBtn,"Text"):GetComponent("Text")
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this.advancedTreasureBtn=Util.GetGameObject(this.luckyTurnPanel, "Top/AdvancedTreasureBtn")--高级探宝按钮
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this.advancedTreasureSelectBG=Util.GetGameObject(this.advancedTreasureBtn, "SelectBG")
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this.advancedTreasureText=Util.GetGameObject(this.advancedTreasureBtn,"Text"):GetComponent("Text")
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this.bg1=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG1"):GetComponent("Image")
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this.bg2=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG2"):GetComponent("Image")
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---跑马灯位置(物品位置)
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this.itemList={}
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for i = 1,8 do
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this.itemList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/ItemList/Item"..i)
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end
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this.itemEffectIcon={}--跑马灯亮灯
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this.itemViewList={}--跑马灯itemviewList
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local tab={{14,0},{3,0},{12001,0},{5,0},{4,0},{21,0},{60068,0},{60071,0}}---防白片临时数据
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for i = 1, 8 do
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this.itemEffectIcon[i]=Util.GetGameObject(this.itemList[i], "Image")
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this.itemViewList[i]=SubUIManager.Open(SubUIConfig.ItemView, this.itemList[i].transform)
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this.itemViewList[i]:OnOpen(false, {tab[1][1],tab[1][2]},1)
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end
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--记录
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this.recordTextList={}
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for i = 1,6 do
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this.recordTextList[i]=Util.GetGameObject(this.luckyTurnPanel, "Content/TreasureRecord/RecordTextList/Text"..i):GetComponent("Text")
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end
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--拥有道具数量
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this.propBtn=Util.GetGameObject(this.luckyTurnPanel,"Content/Prop")
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this.propImage= Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropImage"):GetComponent("Image")--道具
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this.propText=Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropText"):GetComponent("Text")
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this.bottom=Util.GetGameObject(this.luckyTurnPanel,"Bottom")
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this.treasureOnceBtn=Util.GetGameObject(this.bottom,"TreasureOnceBtn")
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this.treasureOnceText=Util.GetGameObject(this.treasureOnceBtn,"Text"):GetComponent("Text")--探宝次数
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this.treasureOnceIcon=Util.GetGameObject(this.treasureOnceBtn,"Icon"):GetComponent("Image")--消耗道具图标
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this.treasureOnceNum=Util.GetGameObject(this.treasureOnceBtn,"Num"):GetComponent("Text")--消耗道具数量
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this.treasureMultipleBtn=Util.GetGameObject(this.bottom,"TreasureMultipleBtn")
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this.treasureMultipleText=Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text")
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this.treasureMultipleIcon=Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image")
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this.treasureMultipleNum=Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text")
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this.refreshBtn=Util.GetGameObject(this.bottom,"RefreshBtn")
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this.freeDetail=Util.GetGameObject(this.refreshBtn,"FreeDetail")
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this.detail=Util.GetGameObject(this.refreshBtn,"Detail")
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this.costItemImage=Util.GetGameObject(this.detail,"CostItemImage"):GetComponent("Image")
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this.costItemNumText=Util.GetGameObject(this.detail,"CostItemNumText"):GetComponent("Text")
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this.freeRefreshTime=Util.GetGameObject(this.bottom,"FreeRefreshTime/Text"):GetComponent("Text")
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this.slider=Util.GetGameObject(this.luckyTurnPanel,"Slider")
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this.luckyValueNum=Util.GetGameObject(this.slider, "LuckyValue/LuckyValueNum"):GetComponent("Text")--幸运值
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this.luckySlider = Util.GetGameObject(this.slider, "LuckySlider"):GetComponent("Slider")
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this.rewardBoxList={}--奖励盒
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this.rewardBox=Util.GetGameObject(this.slider,"RewardBox")
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for i=1,5 do
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this.rewardBoxList[i]=Util.GetGameObject(this.rewardBox,"Item"..i)
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end
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this.rewardPanel=Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
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this.itemViewParent=Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
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this.rewardPanelMaskBtn=Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
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this.rewardItemView=SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
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-- 奖励预览
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this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Top/btnPreview")
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end
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---绑定事件(用于子类重写)
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function LuckyTurnTablePanel:BindEvent()
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--帮助按钮
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Util.AddClick(this.helpBtn,function()
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--Log("==YSP==点击帮助按钮")
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,this.helpPosition.x,this.helpPosition.y)
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end)
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--返回按钮
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Util.AddClick(this.backBtn,function()
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self:ClosePanel()
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end)
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--幸运探宝按钮
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Util.AddClick(this.luckyTreasureBtn, function()
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--Log("==YSP==点击幸运探宝按钮")
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if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
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return
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end
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this.SwitchTreasureType(TreasureType.Lucky)
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end)
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--高级探宝按钮
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Util.AddClick(this.advancedTreasureBtn, function()
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--Log("==YSP==点击高级探宝按钮")
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if LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
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return
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end
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this.SwitchTreasureType(TreasureType.Advanced)
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end)
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--幸运值奖励预览遮罩按钮
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Util.AddClick(this.rewardPanelMaskBtn, function()
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this.rewardPanelMaskBtn.gameObject:SetActive(false)
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this.rewardPanel.gameObject:SetActive(false)
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end)
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Util.AddClick(this.btnPreview, function()
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UIManager.OpenPanel(UIName.RewardPreviewPopup, PRE_REWARD_POOL_TYPE.LUCK_FIND)
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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 LuckyTurnTablePanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
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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 LuckyTurnTablePanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
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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 LuckyTurnTablePanel:OnOpen(_TreasureType)
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LuckyTurnTableManager.curTreasureType =_TreasureType and _TreasureType or TreasureType.Lucky
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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 LuckyTurnTablePanel:OnShow()
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if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝
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this.LuckyTurnOnShow(TreasureType.Lucky)
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elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
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this.LuckyTurnOnShow(TreasureType.Advanced)
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end
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end
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local sortingOrder = 0
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---重设层级
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function LuckyTurnTablePanel:OnSortingOrderChange()
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sortingOrder =self.sortingOrder
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for i, v in pairs(this.itemViewList) do
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v:SetEffectLayer(sortingOrder)
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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 LuckyTurnTablePanel:OnClose()
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--Log("==YSP== 关闭幸运转盘")
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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this.rewardPanel.gameObject:SetActive(false)
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if this.thread then
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coroutine.stop(this.thread)
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this.thread=nil
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end
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if this.turnEffect then
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this.turnEffect:Stop()
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this.turnEffect=nil
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end
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if this.refreshTimer then
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this.refreshTimer:Stop()
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this.refreshTimer=nil
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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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if LuckyTurnTableManager._CountDownTimer then
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LuckyTurnTableManager._CountDownTimer:Stop()
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LuckyTurnTableManager._CountDownTimer=nil
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end
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LuckyTurnTableManager.ClearSaveData()
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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 LuckyTurnTablePanel:OnDestroy()
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this.itemViewList=nil
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this.rewardItemView=nil
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SubUIManager.Close(this.upView)
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end
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---打开面板
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function this.LuckyTurnOnShow(treasureType)
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if not this.turnEffect then
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this.turnEffect=Timer.New(nil,1,-1,true)
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end
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if not this.refreshTimer then
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this.refreshTimer=Timer.New(nil,1,-1,true)
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end
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--初始化幸运探宝
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this.SwitchTreasureType(treasureType)
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--活动倒计时
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--local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LuckyTurnTable_One)
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--if activityInfo then
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-- if activityInfo.endTime ~= 0 then
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-- this.LuckyTurnActivitCountDown(activityInfo.endTime - GetTimeStamp())
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-- end
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--end
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this.SetTableTurnEffect(TableTurnType.Normal)
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end
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---切换探宝类型
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function this.SwitchTreasureType(treasureType)
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this.ClearDefault()
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if treasureType==TreasureType.Lucky then
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LuckyTurnTableManager.curTreasureType=treasureType
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LuckyTreasure })
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this.bg1.sprite=Util.LoadSprite(BgName[1])
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this.bg2.sprite=Util.LoadSprite(BgName[2])
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--显示免费刷新状态
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this.RefreshBtnCountDown()
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--设置顶部按钮
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this.luckyTreasureSelectBG:SetActive(true)
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this.luckyTreasureText.text=Language[11138]
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--请求跑马灯物品数据
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LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
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this.SetItemViewShow(msg.posInfos,function()
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this.SetItemViewGray(LuckyTurnTableManager.luckyData)
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end)
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end)
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-- this.SetItemViewGray(LuckyTurnTableManager.luckyData)
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--立即刷新一次转盘记录
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if (LuckyTurnTableManager.isCanGetWorldMessage) then
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LuckyTurnTableManager.TimeUpdate()
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end
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--启动定时刷新转盘记录
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LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate()
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--设置需要材料显示
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this.SetPropShow(60,treasureType)
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--探宝按钮显示
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local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(treasureType)
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this.SetTreasureBtnShow(oneData,moreData,icon)
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--探宝泉预览
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Util.AddOnceClick(this.propBtn,function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60)
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end)
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--探宝1次按钮
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Util.AddOnceClick(this.treasureOnceBtn, function()
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if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0 then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,false,function()
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--Log("==YSP== 幸运探宝返回的是什么"..tostring(LuckyTurnTableManager.luckyTempData.posInfos))
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this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Lucky,LuckyTurnTableManager.luckyTempData.posInfos[1].pos)
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this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
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this.RrFreshInfo()
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end)
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else
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--PopupTipPanel.ShowTip("幸运探宝券不足!")
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
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end
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end)
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--探宝10次按钮
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Util.AddOnceClick(this.treasureMultipleBtn, function()
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if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0 then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,true,function()
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--Log("==YSP== 幸运探宝返回的是什么"..tostring(LuckyTurnTableManager.luckyTempData))
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this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Lucky,LuckyTurnTableManager.luckyTempData.posInfos[1].pos)
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this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
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this.RrFreshInfo()
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end)
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else
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--PopupTipPanel.ShowTip("幸运探宝券不足!")
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
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end
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end)
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--刷新按钮
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Util.AddOnceClick(this.refreshBtn, function()
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if BagManager.GetItemCountById(62)>0 then--如果是免费刷新
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this.PlayItemListAnim()
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LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Lucky,true,function()
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this.SetItemViewShow(LuckyTurnTableManager.luckyData,function()
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this.SetItemViewGray(LuckyTurnTableManager.luckyData)
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end)
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this.RefreshBtnCountDown()
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end)
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else
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if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]>=0 then--如果材料够
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this.PlayItemListAnim()
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LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Lucky,false,function()
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this.SetItemViewShow(LuckyTurnTableManager.luckyData,function()
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this.SetItemViewGray(LuckyTurnTableManager.luckyData)
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end)
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this.RefreshBtnCountDown()
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end)
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else
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PopupTipPanel.ShowTip(Language[11139])
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--UIManager.OpenPanel(UIName.ShopExchangePopup, SHOP_TYPE.FUNCTION_SHOP, 10013, "兑换妖晶")
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end
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end
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end)
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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this.RrFreshInfo()
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elseif treasureType==TreasureType.Advanced then
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LuckyTurnTableManager.curTreasureType=treasureType
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdvancedTreasure })
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this.bg1.sprite=Util.LoadSprite(BgName[3])
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this.bg2.sprite=Util.LoadSprite(BgName[4])
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this.RefreshBtnCountDown()
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--设置顶部按钮
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this.advancedTreasureSelectBG:SetActive(true)
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this.advancedTreasureText.text=Language[11140]
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--请求跑马灯物品数据
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LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
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this.SetItemViewShow(msg.posInfosAdvance,function()
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this.SetItemViewGray(LuckyTurnTableManager.advancedData)
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end)
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end)
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--立即刷新一次转盘记录
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if (LuckyTurnTableManager.isCanGetWorldMessage) then
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LuckyTurnTableManager.TimeUpdate()
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end
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--启动定时刷新转盘记录
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LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate(treasureType)
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--设置需要材料显示
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this.SetPropShow(61,treasureType)
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--探宝按钮显示
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local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(treasureType)
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this.SetTreasureBtnShow(oneData,moreData,icon)
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--探宝泉预览
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Util.AddOnceClick(this.propBtn,function()
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61)
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end)
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--探宝1次按钮
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Util.AddOnceClick(this.treasureOnceBtn, function()
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if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0 then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,false,function()
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--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
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this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
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this.SetPropShow(61,TreasureType.Advanced)
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this.RrFreshInfo()
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end)
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else
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--PopupTipPanel.ShowTip("高级探宝券不足!")
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
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end
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end)
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--探宝10次按钮
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Util.AddOnceClick(this.treasureMultipleBtn, function()
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if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0 then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
|
||
--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
|
||
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
|
||
this.SetPropShow(61,TreasureType.Advanced)
|
||
this.RrFreshInfo()
|
||
end)
|
||
else
|
||
--PopupTipPanel.ShowTip("高级探宝券不足!")
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
|
||
end
|
||
end)
|
||
--刷新按钮
|
||
Util.AddOnceClick(this.refreshBtn, function()
|
||
--Log("高级刷新券 "..BagManager.GetItemCountById(63))
|
||
if BagManager.GetItemCountById(63)>0 then
|
||
this.PlayItemListAnim()
|
||
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,true,function()
|
||
this.SetItemViewShow(LuckyTurnTableManager.advancedData,function()
|
||
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
|
||
end)
|
||
this.RefreshBtnCountDown()
|
||
end)
|
||
else
|
||
if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]>0 then
|
||
this.PlayItemListAnim()
|
||
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,false,function()
|
||
this.SetItemViewShow(LuckyTurnTableManager.advancedData,function()
|
||
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
|
||
end)
|
||
this.RefreshBtnCountDown()
|
||
end)
|
||
else
|
||
--PopupTipPanel.ShowTip("妖晶不足!")
|
||
UIManager.OpenPanel(UIName.ShopExchangePopup, SHOP_TYPE.FUNCTION_SHOP, 10013, Language[10646])
|
||
end
|
||
end
|
||
end)
|
||
|
||
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
this.RrFreshInfo()
|
||
end
|
||
this.mask.transform:SetAsLastSibling();
|
||
this.ShowRecordMessage(LuckyTurnTableManager.curTreasureType)
|
||
end
|
||
|
||
---重置默认
|
||
function this.ClearDefault()
|
||
this.luckyTreasureSelectBG:SetActive(false)
|
||
this.luckyTreasureText.text=Language[11141]
|
||
this.advancedTreasureSelectBG:SetActive(false)
|
||
this.advancedTreasureText.text=Language[11142]
|
||
--清除红点
|
||
Util.GetGameObject(this.luckyTreasureBtn,"redPoint"):SetActive(false)
|
||
Util.GetGameObject(this.advancedTreasureBtn,"redPoint"):SetActive(false)
|
||
for i = 1, 5 do
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)
|
||
end
|
||
|
||
for i = 1, 6 do
|
||
this.recordTextList[i].text = ""
|
||
end
|
||
|
||
end
|
||
|
||
---活动时间倒计时
|
||
--function this.LuckyTurnActivitCountDown(timeDown)
|
||
-- if this.timer then
|
||
-- this.timer:Stop()
|
||
-- this.timer = nil
|
||
-- end
|
||
-- this.activityCountDownText.text = "剩余时间:"..TimeToDHMS(timeDown)
|
||
-- this.timer = Timer.New(function()
|
||
-- if timeDown < 1 then
|
||
-- --Log("==YSP== 活动时间到 关闭面板!")
|
||
-- this.timer:Stop()
|
||
-- this.timer = nil
|
||
-- return
|
||
-- --this:ClosePanel()
|
||
-- end
|
||
-- timeDown = timeDown - 1
|
||
-- this.activityCountDownText.text = "剩余时间:"..TimeToDHMS(timeDown)--DateUtils.GetTimeFormatV2
|
||
-- end, 1, -1, true)
|
||
-- this.timer:Start()
|
||
--end
|
||
|
||
---设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
|
||
function this.SetTableTurnEffect(turnType,treasureType,pos)
|
||
if turnType==TableTurnType.Normal then --默认旋转
|
||
this.TurnEffectReset(0.5)
|
||
this.turnEffect:Start()
|
||
elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置
|
||
this.DelayMaskWithBool(true)
|
||
LuckyTurnTableManager.isCanGetWorldMessage=false
|
||
this.TurnEffectReset(0.05)
|
||
this.turnEffect:Start()
|
||
this.thread=coroutine.start(function()
|
||
coroutine.wait(1)--2
|
||
this.TurnEffectReset(0.2)
|
||
coroutine.wait(0.4)--0.8
|
||
this.TurnEffectReset(0.4,true,pos,function()--当效果播放完毕后 从管理器取得数据
|
||
|
||
local timer=Timer.New(function()
|
||
this.DelayMaskWithBool(false)
|
||
if treasureType==TreasureType.Lucky then
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
|
||
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
|
||
LuckyTurnTableManager.isCanGetWorldMessage=true
|
||
end)--打开奖励弹窗
|
||
this.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
|
||
elseif treasureType==TreasureType.Advanced then
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.advancedTempData.drop,1,function()
|
||
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
|
||
LuckyTurnTableManager.isCanGetWorldMessage=true
|
||
end)
|
||
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
|
||
end
|
||
end,0.5,1,true)
|
||
timer:Start()
|
||
end)
|
||
end)
|
||
end
|
||
end
|
||
|
||
---转盘滚动特效重设 1移动速度,值越小越快 2是否停止 3停止位置
|
||
function this.TurnEffectReset(turnSpeed,isStop,pos,func)
|
||
this.turnEffect:Reset(function()
|
||
if curTurnPos==1 then
|
||
this.itemEffectIcon[8]:SetActive(false)
|
||
else
|
||
this.itemEffectIcon[curTurnPos-1]:SetActive(false)
|
||
end
|
||
if curTurnPos>=9 then
|
||
curTurnPos=1
|
||
end
|
||
if isStop then
|
||
if pos==curTurnPos then--如果停到对应位置
|
||
this.turnEffect:Stop()--暂停跑马灯
|
||
if func then--回调
|
||
func()
|
||
end
|
||
end
|
||
end
|
||
this.itemEffectIcon[curTurnPos]:SetActive(true)
|
||
curTurnPos=curTurnPos+1
|
||
end,turnSpeed,-1,true)
|
||
end
|
||
|
||
|
||
---设置跑马灯物品显示 func确保先生成itemview 再置灰
|
||
function this.SetItemViewShow(data,func)
|
||
for i = 1, #this.itemViewList do
|
||
local tab={LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]}
|
||
this.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
|
||
end
|
||
if func then
|
||
func()
|
||
end
|
||
end
|
||
---设置跑马灯物品置灰
|
||
function this.SetItemViewGray(data)
|
||
for i = 1, #data do
|
||
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum~=0 then
|
||
Util.SetGray(this.itemViewList[i].gameObject,data[i].luckTimes >=LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum)
|
||
end
|
||
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum==0 then
|
||
Util.SetGray(this.itemViewList[i].gameObject,false)
|
||
end
|
||
end
|
||
end
|
||
|
||
---跑马灯记录
|
||
function this.ShowRecordMessage(type)
|
||
if LuckyTurnTableManager.isCanGetWorldMessage then
|
||
local messageList = {}
|
||
messageList = LuckyTurnTableManager.GetShowDataByType(type)
|
||
for i = 1, 6 do
|
||
this.recordTextList[i].text = messageList[i]
|
||
end
|
||
end
|
||
end
|
||
|
||
|
||
---设置道具拥有显示 1道具id 2探宝类型
|
||
function this.SetPropShow(itemId,treasureType)
|
||
this.propImage.sprite=SetIcon(itemId)
|
||
this.propText.text=LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
|
||
end
|
||
|
||
---探宝按钮显示
|
||
function this.SetTreasureBtnShow(oneData,moreData,icon)
|
||
this.treasureOnceText.text=Language[11143]..oneData[1]..Language[10054]
|
||
this.treasureOnceNum.text=oneData[2]
|
||
this.treasureOnceIcon.sprite=icon
|
||
this.treasureMultipleText.text=Language[11143]..moreData[1]..Language[10054]
|
||
this.treasureMultipleNum.text=moreData[2]
|
||
this.treasureMultipleIcon.sprite=icon
|
||
end
|
||
|
||
--------------------------------免费刷新--------------------------------
|
||
---打开、切换活动界面,刷新倒计时
|
||
function this.RefreshBtnCountDown()
|
||
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
|
||
--Log(TimeToHMS(BagManager.GetNextRefreshTime(62)-GetTimeStamp()))
|
||
--Log("幸运刷新券 "..BagManager.GetItemCountById(62))
|
||
if this.refreshTimer then
|
||
this.refreshTimer:Stop()
|
||
end
|
||
if BagManager.GetItemCountById(62)>0 then
|
||
--显示免费刷新
|
||
this.SetRefreshBtnShowState(true)
|
||
this.freeRefreshTime.text=" "
|
||
else
|
||
--显示道具刷新
|
||
this.SetRefreshBtnShowState(false)
|
||
--因转换时间计算精度问题 在有免费刷新 未刷新状态下操作
|
||
local time=BagManager.GetNextRefreshTime(62)-GetTimeStamp()
|
||
local intervalTime = LuckyTurnTableManager.GetItemRecoverTime(62)
|
||
if time>intervalTime then
|
||
time=intervalTime
|
||
end
|
||
this.freeRefreshTime.text=TimeToHMS(time)--立即刷新一次
|
||
this.refreshTimer:Reset(function()
|
||
if time<0 then
|
||
time=0
|
||
this.refreshTimer:Stop()
|
||
this.SetRefreshBtnShowState(true)
|
||
NetManager.GetRefreshCountDownRequest({62})
|
||
end
|
||
time=time-1
|
||
this.freeRefreshTime.text=TimeToHMS(time)
|
||
end,1,-1,true)
|
||
this.refreshTimer:Start()
|
||
end
|
||
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
|
||
--Log(TimeToHMS(BagManager.GetNextRefreshTime(63)-GetTimeStamp()))
|
||
--Log("高级刷新券 "..BagManager.GetItemCountById(63))
|
||
this.refreshTimer:Stop()
|
||
if BagManager.GetItemCountById(63)>0 then
|
||
--显示免费刷新
|
||
this.SetRefreshBtnShowState(true)
|
||
this.freeRefreshTime.text=" 0:00:00"
|
||
else
|
||
--显示道具刷新
|
||
this.SetRefreshBtnShowState(false)
|
||
local time=BagManager.GetNextRefreshTime(63)-GetTimeStamp()
|
||
local intervalTime = LuckyTurnTableManager.GetItemRecoverTime(63)
|
||
if time >intervalTime then
|
||
time = intervalTime
|
||
end
|
||
this.freeRefreshTime.text=TimeToHMS(time)--立即刷新一次
|
||
this.refreshTimer:Reset(function()
|
||
if time<0 then
|
||
this.refreshTimer:Stop()
|
||
time=0
|
||
this.SetRefreshBtnShowState(true)
|
||
NetManager.GetRefreshCountDownRequest({63})
|
||
end
|
||
time=time-1
|
||
this.freeRefreshTime.text=TimeToHMS(time)
|
||
end,1,-1,true)
|
||
this.refreshTimer:Start()
|
||
end
|
||
end
|
||
end
|
||
|
||
---控制刷新按钮的显示状态 1是否免费
|
||
function this.SetRefreshBtnShowState(isFree)
|
||
if isFree then
|
||
--Log("免费刷新")
|
||
this.freeDetail:SetActive(true)
|
||
this.detail:SetActive(false)
|
||
else
|
||
--Log("不免费刷新")
|
||
this.freeDetail:SetActive(false)
|
||
this.detail:SetActive(true)
|
||
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
|
||
this.costItemImage.sprite=SetIcon(LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[1][1])
|
||
this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]..Language[11144]
|
||
end
|
||
if LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
|
||
this.costItemImage.sprite=SetIcon(LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[1][1])
|
||
this.costItemNumText.text=LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]..Language[11144]
|
||
end
|
||
end
|
||
end
|
||
|
||
---播放刷新动画
|
||
function this.PlayItemListAnim()
|
||
this.DelayMaskWithTime(1.5)
|
||
for i = 1, 8 do
|
||
this.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true)
|
||
end
|
||
end
|
||
-----------------------------------------------------------------------
|
||
|
||
---本地检查红点 幸运高级按钮
|
||
function this.CheckRedPoint()
|
||
for i = 1, #this.rewardBoxList do
|
||
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
|
||
Util.GetGameObject(this.luckyTreasureBtn,"redPoint"):SetActive(LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id)==0)
|
||
end
|
||
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
|
||
Util.GetGameObject(this.advancedTreasureBtn,"redPoint"):SetActive(LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0)
|
||
end
|
||
end
|
||
end
|
||
|
||
---设置奖盒
|
||
function this.SetRewardBox()
|
||
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
|
||
for i = 1, 5 do
|
||
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
|
||
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_One[i].Values[1][1]
|
||
|
||
--显示奖盒红点
|
||
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
|
||
if LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id)==0 then
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
|
||
end
|
||
end
|
||
|
||
Util.AddOnceClick(this.rewardBoxList[i], function()
|
||
--Log("==YSP==点击幸运探宝奖励盒"..i)
|
||
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
--如果幸运值达到奖励要求值
|
||
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
|
||
--奖励未领取 先请求领取
|
||
if LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id)==0 then
|
||
NetManager.GetActivityRewardRequest(LuckyTurnTableManager.boxReward_One[i].Id,30,function(drop)
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
|
||
this.RrFreshInfo()
|
||
end)
|
||
else--奖励已领取 可预览
|
||
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
|
||
end
|
||
else
|
||
--奖励不可领,可预览
|
||
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
|
||
end
|
||
end)
|
||
end
|
||
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
|
||
for i = 1, 5 do
|
||
this.rewardBoxList[i]:GetComponent("Image").sprite=SetIcon(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
|
||
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text=LuckyTurnTableManager.boxReward_Two[i].Values[1][1]
|
||
--显示红点
|
||
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
|
||
if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
|
||
end
|
||
end
|
||
Util.AddOnceClick(this.rewardBoxList[i], function()
|
||
--Log("==YSP==点击高级探宝奖励盒"..i)
|
||
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
|
||
if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
|
||
NetManager.GetActivityRewardRequest(LuckyTurnTableManager.boxReward_Two[i].Id,31,function(drop)
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
|
||
this.RrFreshInfo()
|
||
end)
|
||
else
|
||
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
|
||
end
|
||
else
|
||
this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
|
||
---奖盒滑动条奖励背景切换
|
||
function this.RewardBgProgress()
|
||
for i = 1, 4 do
|
||
local bg=Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
|
||
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
|
||
if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
|
||
bg.sprite=Util.LoadSprite(RewardName[2])
|
||
else
|
||
bg.sprite=Util.LoadSprite(RewardName[1])
|
||
end
|
||
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
|
||
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
|
||
bg.sprite=Util.LoadSprite(RewardName[2])
|
||
else
|
||
bg.sprite=Util.LoadSprite(RewardName[1])
|
||
end
|
||
end
|
||
bg:SetNativeSize()
|
||
end
|
||
end
|
||
|
||
---设置奖盒预览信息 并打开面板
|
||
function this.OpenRewardPreview(boxReward,i)
|
||
--设置奖励预览信息 并打开面板
|
||
local tab={boxReward[i].Reward[1][1],boxReward[i].Reward[1][2]}
|
||
this.rewardItemView:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
|
||
|
||
this.rewardPanelMaskBtn.gameObject:SetActive(true)
|
||
this.rewardPanel.gameObject:SetActive(true)
|
||
end
|
||
|
||
---刷新幸运值
|
||
function this.RefreshLuckyValue()
|
||
if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
|
||
LuckyTurnTableManager.SetLuckyValue()
|
||
local data=LuckyTurnTableManager.GetLuckyValue()
|
||
this.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_One[5].Values[1][1]
|
||
this.luckySlider.minValue=0
|
||
this.luckySlider.maxValue=LuckyTurnTableManager.boxReward_One[5].Values[1][1]
|
||
this.luckySlider.value=data
|
||
this.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)--有时间再优化成动态计算
|
||
this.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
|
||
this.rewardBoxList[3].transform:DOAnchorPosX(262,0)
|
||
this.rewardBoxList[4].transform:DOAnchorPosX(400,0)
|
||
this.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
|
||
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
|
||
LuckyTurnTableManager.SetLuckyValue()
|
||
local data=LuckyTurnTableManager.GetLuckyValue()
|
||
this.luckyValueNum.text=data.."/"..LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
|
||
this.luckySlider.minValue=0
|
||
this.luckySlider.maxValue=LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
|
||
this.luckySlider.value=data
|
||
this.rewardBoxList[1].transform:DOAnchorPosX(-11.4,0)
|
||
this.rewardBoxList[2].transform:DOAnchorPosX(125.2,0)
|
||
this.rewardBoxList[3].transform:DOAnchorPosX(262,0)
|
||
this.rewardBoxList[4].transform:DOAnchorPosX(400,0)
|
||
this.rewardBoxList[5].transform:DOAnchorPosX(654.25,0)
|
||
end
|
||
end
|
||
|
||
---刷新信息
|
||
function this.RrFreshInfo()
|
||
this.RefreshLuckyValue()
|
||
this.CheckRedPoint()
|
||
this.SetRewardBox()
|
||
this.RewardBgProgress()
|
||
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
end
|
||
|
||
---延时遮罩 1按时间
|
||
function this.DelayMaskWithTime(delayTime)
|
||
this.mask.gameObject:SetActive(true)
|
||
local closeMask=Timer.New(function()
|
||
this.mask.gameObject:SetActive(false)
|
||
end,delayTime,1,true)
|
||
closeMask:Start()
|
||
end
|
||
---延时遮罩 1按bool
|
||
function this.DelayMaskWithBool(b)
|
||
if b then
|
||
this.mask.gameObject:SetActive(true)
|
||
else
|
||
this.mask.gameObject:SetActive(false)
|
||
end
|
||
end
|
||
|
||
|
||
return LuckyTurnTablePanel |