628 lines
25 KiB
Lua
628 lines
25 KiB
Lua
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local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
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-- 通用得商店逻辑
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local ShopView = {}
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local this = ShopView
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this.sortingOrder = 0
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-- 保存商品中的物品节点
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local _GoodsItemList = {}
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---===============================生命周期函数================================
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function this:New(gameObject)
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local o = {}
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this.__index = this
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setmetatable(o, this)
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o.gameObject = gameObject
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o.transform = gameObject.transform
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return o
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end
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--初始化组件(用于子类重写)
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function this:InitComponent()
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self.live = Util.GetGameObject(self.gameObject, "live")
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self.liveRoot = Util.GetGameObject(self.gameObject, "live/root")
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self.liveImg = Util.GetGameObject(self.gameObject, "live/img")
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self.basePanel = Util.GetGameObject(self.gameObject, "base")
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self.closeTimePanel = Util.GetGameObject(self.gameObject, "base/closeTime")
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self.closeTimeLab = Util.GetGameObject(self.closeTimePanel, "timelab")
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self.closeTime = Util.GetGameObject(self.closeTimePanel, "time")
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self.refreshTimePanel = Util.GetGameObject(self.gameObject, "base/refreshTime")
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self.refreshTimeLab = Util.GetGameObject(self.refreshTimePanel, "timelab")
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self.refreshTime = Util.GetGameObject(self.refreshTimePanel, "time")
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self.countTimePanel = Util.GetGameObject(self.gameObject, "base/countTime")
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self.countTimeLab = Util.GetGameObject(self.countTimePanel, "timelab")
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self.countTime = Util.GetGameObject(self.countTimePanel, "time")
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self.refreshCountPanel = Util.GetGameObject(self.gameObject, "base/refreshCount")
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self.countLabTip = Util.GetGameObject(self.refreshCountPanel, "tip")
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self.countLab = Util.GetGameObject(self.refreshCountPanel, "count")
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self.refreshBtnPanel = Util.GetGameObject(self.gameObject, "base/refreshBtn")
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self.refreshBtn = Util.GetGameObject(self.refreshBtnPanel, "btn")
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self.refreshRedpot = Util.GetGameObject(self.refreshBtnPanel, "redpot")
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self.costIcon = Util.GetGameObject(self.refreshBtnPanel, "costIcon")
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self.costLab = Util.GetGameObject(self.refreshBtnPanel, "costLab")
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self.contentBg = Util.GetGameObject(self.gameObject, "duihua")
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self.content = Util.GetGameObject(self.gameObject, "duihua/Text")
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self.scrollBg = Util.GetGameObject(self.gameObject, "scrollbg")
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self.scrollRoot = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot")
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self.scrollBg1 = Util.GetGameObject(self.gameObject, "scrollbg/bg1")
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self.scrollBg2 = Util.GetGameObject(self.gameObject, "scrollbg/bg2")
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self.scrollBg3 = Util.GetGameObject(self.gameObject, "scrollbg/bg3")
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self.bottom = Util.GetGameObject(self.gameObject, "scrollbg/bottom")
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self.tip = Util.GetGameObject(self.gameObject, "scrollbg/tip")
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self.shopItem = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot/shopItem")
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self.rechargeShopItem = Util.GetGameObject(self.gameObject, "scrollbg/scrollroot/item")
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self.titleBg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg")
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self.titleImg = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/title")
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this.helpBtn = Util.GetGameObject(self.gameObject, "scrollbg/titlebg/helpBtn")--scrollbg/titlebg/
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this.helpPosition=this.helpBtn:GetComponent("RectTransform").localPosition
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-- 创建循环列表
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if not self.ScrollView then
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
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self.shopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(80, 0))
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 2
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end
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-- 创建循环列表
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if not self.RechargeScrollView then
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self.RechargeScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollRoot.transform,
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self.rechargeShopItem, nil, Vector2.New(1000, 1024), 1, 3, Vector2.New(80, 0))
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self.RechargeScrollView.moveTween.MomentumAmount = 1
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self.RechargeScrollView.moveTween.Strength = 2
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self.RechargeScrollView.gameObject.transform.localPosition = Vector3.New(0, -20, 0)
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self.RechargeScrollView.elastic = false
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end
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end
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--绑定事件(用于子类重写)
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function this:BindEvent()
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local localSelf = self
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Util.AddOnceClick(self.refreshBtn, function()
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local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. localSelf.ShopType)
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local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
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local shopType = localSelf.ShopType
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local isAutoRecover = ShopManager.IsAutoRecoverCount(shopType)
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if (isPopUp ~= currentTime) and not isAutoRecover then
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local shopInfo = ShopManager.GetShopInfoByType(shopType)
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local costId, abcd = shopInfo.RefreshItem[1][1], shopInfo.RefreshItem[2]
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local refreshNum = PrivilegeManager.GetPrivilegeUsedTimes(shopInfo.RefreshPrivilege)
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local costNum = CalculateCostCount(refreshNum, abcd)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local costName = itemConfig[costId].Name
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local str = string.format(Language[12087], costNum, costName)
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MsgPanel.ShowTwo(str, function()
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end, function(isShow)
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if (isShow) then
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local currentTime = os.date("%Y%m%d", PlayerManager.serverTime)
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RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. localSelf.ShopType, currentTime)
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end
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ShopManager.RequestRefreshShop(shopType, false)
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end, Language[10719], Language[10720],nil,true)
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else
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ShopManager.RequestRefreshShop(localSelf.ShopType, false)
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end
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-- 重置商店刷新按钮点击状态
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ShopManager.SetShopRefreshBtnClickStatus(localSelf.ShopType, true)
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end)
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--帮助按钮
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Util.AddOnceClick(this.helpBtn, function()
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if self.ShopConfig.HelpId==0 then
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return
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end
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UIManager.OpenPanel(UIName.HelpPopup, self.ShopConfig.HelpId , this.helpPosition.x,this.helpPosition.y+372)--因层级锚点原因,需手动调整高度
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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 this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
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Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, self.RechargeSuccessFunc, 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 this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Shop.OnShopInfoChange, self.RefreshShopInfo, self)
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Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, self.RechargeSuccessFunc, 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 this:OnOpen(...)
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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 this:OnClose()
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if self._TimeCounter then
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self._TimeCounter:Stop()
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self._TimeCounter = nil
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end
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-- 物品节点回收
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for _, item in pairs(_GoodsItemList) do
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Util.SetColor(item.gameObject, Color.New(1,1,1,1))
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Util.SetGray(item.gameObject, false)
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SubUIManager.Close(item)
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end
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_GoodsItemList = {}
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-- 红点销毁
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if self.ShopType == SHOP_TYPE.GENERAL_SHOP then
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ClearRedPointObject(RedPointType.Shop_General_Refresh)
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end
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if self.ScrollView then
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GameObject.DestroyImmediate(self.ScrollView.gameObject)
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self.ScrollView = nil
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end
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if self.RechargeScrollView then
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GameObject.DestroyImmediate(self.RechargeScrollView.gameObject)
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self.RechargeScrollView = nil
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end
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if self.liveNode then
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poolManager:UnLoadLive(self.LiveName, self.liveNode)
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self.liveNode = nil
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end
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end
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---=================================工具函数==========================================
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-- 设置文本透明度
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local function SetAlpha(text, a)
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local color = text.color
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color.a = a
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text.color = color
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end
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---===================================内部函数========================================
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-- 刷新商店内容显示
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function this:RefreshShopInfo(isRefresh, isTop)
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if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
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self.RechargeShopData = OperatingManager.GetGiftGoodsInfoList(GoodsTypeDef.DemonCrystal)
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else
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self.ShopData = ShopManager.GetShopDataByType(self.ShopType)
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end
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self:RefreshLive()
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self:RefreshBase()
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self:RefreshItemList(isTop)
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-- 刷新商店的查看时间
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ShopManager.RefreshShopCheckTime(self.ShopType)
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if isRefresh then
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-- 物品节点播放特效
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for _, item in pairs(_GoodsItemList) do
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item:OnShowUIeffectItemViewSaoguang()
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end
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end
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end
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-- 刷新立绘显示
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function this:RefreshLive()
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if not self.ShopConfig.LiveName or self.ShopConfig.LiveName == "" then
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self.live:SetActive(false)
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return
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end
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self.live:SetActive(true)
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self.liveImg:SetActive(false)
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self.liveRoot:SetActive(false)
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-- 立绘
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--TODO:动态加载立绘
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self.liveRoot:SetActive(true)
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if self.liveNode then
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poolManager:UnLoadLive(self.LiveName, self.liveNode)
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end
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local scale = self.ShopConfig.LiveScale
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scale = Vector3.New(scale[1], scale[2], scale[3])
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local livePos = Vector3.zero
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if self.ShopConfig.LivePos then
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livePos.x = self.ShopConfig.LivePos[1]
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livePos.y = self.ShopConfig.LivePos[2]
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end
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self.LiveName = self.ShopConfig.LiveName
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self.liveNode = poolManager:LoadLive(self.ShopConfig.LiveName, self.liveRoot.transform, scale, livePos)
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local SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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local idle = function()
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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end
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(self.ShopConfig.LiveName, self.liveNode, function()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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end)
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end
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-- 开始倒计时
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function this:StartTimeCount()
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local localSelf = self
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local function _TimeUpdate()
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-- 检测计时器是否已销毁,避免计时器销毁后仍然会执行一次,导致报错的问题
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if not localSelf._TimeCounter then
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return
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end
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-- 刷新时间
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if localSelf.isShowRefreshTime then
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local refreshTime = ShopManager.GetShopRefreshLeftTime(localSelf.ShopType)
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if refreshTime >= 0 then
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localSelf.refreshTime:GetComponent("Text").text = TimeToHMS(refreshTime)
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end
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end
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-- 关闭时间
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if localSelf.isShowCloseTime then
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local closeTime = ShopManager.GetShopCloseTime(localSelf.ShopType)
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if closeTime >= 0 then
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local timeStr = ""
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-- if localSelf.ShopType == SHOP_TYPE.ACTIVITY_SHOP then
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-- timeStr = TimeToDHMS(closeTime)
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-- else
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timeStr = TimeToHMS(closeTime)
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-- end
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localSelf.closeTime:GetComponent("Text").text = timeStr
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end
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end
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-- 次数恢复时间
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if localSelf.isShowCountTime then
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local refreshTime = ShopManager.GetShopRefreshCountRecoverTime(localSelf.ShopType)
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local maxTime = ShopManager.GetMaxRefreshCount(localSelf.ShopType)
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local isAutoRecover, leftTime = ShopManager.IsAutoRecoverCount(localSelf.ShopType)
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if refreshTime > 0 then
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localSelf.countTime:GetComponent("Text").text = TimeToHMS(refreshTime)
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elseif isAutoRecover and maxTime == leftTime and not localSelf.isMaxTime then
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-- localSelf:RefreshBase()
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localSelf.countTime:GetComponent("Text").text = Language[12088]
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localSelf.countLabTip:GetComponent("Text").text = Language[12092]
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localSelf.countLab:GetComponent("Text").text = leftTime
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localSelf.isMaxTime = true
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elseif isAutoRecover and maxTime ~= leftTime and refreshTime == 0 then
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localSelf:RefreshBase()
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localSelf.isMaxTime = false
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end
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end
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end
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-- 开始吧
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if not self._TimeCounter then
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self._TimeCounter = Timer.New(_TimeUpdate, 1, -1, true)
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self._TimeCounter:Start()
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end
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-- 刷新一次
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_TimeUpdate()
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end
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-- 刷新时间及刷新按钮
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function this:RefreshBase()
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-- 自动刷新时间倒计时
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local leftTime = ShopManager.GetShopRefreshLeftTime(self.ShopType)
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self.isShowRefreshTime = leftTime >= 0
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self.refreshTimePanel:SetActive(self.isShowRefreshTime)
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-- 商店关闭时间倒计时
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local closeTime = ShopManager.GetShopCloseTime(self.ShopType)
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self.isShowCloseTime = closeTime >= 0 and not self.isShowRefreshTime
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self.closeTimePanel:SetActive(self.isShowCloseTime)
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if self.isShowCloseTime then
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if self.ShopType == SHOP_TYPE.ARENA_SHOP or self.ShopType == SHOP_TYPE.TOP_MATCH_SHOP then
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self.closeTimeLab:GetComponent("Text").text = Language[12089]
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else
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self.closeTimeLab:GetComponent("Text").text = Language[12090]
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end
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end
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-- 次数恢复时间
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local countTime = ShopManager.GetShopRefreshCountRecoverTime(self.ShopType)
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self.isShowCountTime = countTime >= 0
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self.countTimePanel:SetActive(self.isShowCountTime)
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--开始倒计时
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self:StartTimeCount()
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-- 主动刷新按钮
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local leftCount = ShopManager.GetShopLeftRefreshCount(self.ShopType)
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if leftCount == -2 then
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-- 不支持刷新
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self.refreshCountPanel:SetActive(false)
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self.refreshBtnPanel:SetActive(false)
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else
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self.refreshBtnPanel:SetActive(true)
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if leftCount == -1 then
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-- 无限制次数刷新
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self.refreshCountPanel:SetActive(false)
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elseif leftCount >= 0 then
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-- 限制次数刷新
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self.refreshCountPanel:SetActive(true)
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self.countLab:GetComponent("Text").text = leftCount
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end
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local isAutoRecover = ShopManager.IsAutoRecoverCount(self.ShopType)
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if isAutoRecover then
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self.costIcon:SetActive(false)
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self.costLab:SetActive(false)
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self.countLabTip:GetComponent("Text").text = Language[12092]
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self.isMaxTime = false
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else
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self.costIcon:SetActive(true)
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self.costLab:SetActive(true)
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self.countLabTip:GetComponent("Text").text = Language[12093]
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-- 刷新物品计算
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local shopInfo = ShopManager.GetShopInfoByType(self.ShopType)
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local costId, abcd = shopInfo.RefreshItem[1][1], shopInfo.RefreshItem[2]
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self.costIcon:GetComponent("Image").sprite = SetIcon(costId)
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-- 商店特权正确性检测
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if not shopInfo.RefreshPrivilege or shopInfo.RefreshPrivilege == 0 then
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Log(Language[12094] .. self.ShopType .. Language[12095])
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end
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local refreshNum = PrivilegeManager.GetPrivilegeUsedTimes(shopInfo.RefreshPrivilege)
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self.costLab:GetComponent("Text").text = "×" .. CalculateCostCount(refreshNum, abcd)
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end
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end
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-- 商店标题
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if self.ShopConfig.Title and self.ShopConfig.Title ~= "" then
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self.titleImg:GetComponent("Image").sprite = Util.LoadSprite(self.ShopConfig.Title)
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end
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-- 对话显示
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-- if self.ShopConfig.content then
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-- self.contentBg:SetActive(true)
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-- self.content:GetComponent("Text").text = self.ShopConfig.content
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-- self.contentBg.transform.localPosition = Vector3(self.ShopConfig.contentPos[1], self.ShopConfig.contentPos[2], 0)
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-- else
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self.contentBg:SetActive(false)
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-- end
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end
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-- 刷新物品列表
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function this:RefreshItemList(isTop)
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if self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP then
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self.ScrollView.gameObject:SetActive(false)
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self.RechargeScrollView.gameObject:SetActive(true)
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local itemlist = self.RechargeShopData
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self.RechargeScrollView:SetData(itemlist, function(index, shopItem)
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local itemData = itemlist[index]
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self:RechargeShopItemAdapter(shopItem, itemData)
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end)
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--
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if isTop then
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self.RechargeScrollView:SetIndex(1)
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end
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else
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-- 重置列表
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self.RechargeScrollView.gameObject:SetActive(false)
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self.ScrollView.gameObject:SetActive(true)
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local itemlist = self.ShopData.storeItem
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self.ScrollView:SetData(itemlist, function(index, shopItem)
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local itemData = itemlist[index]
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self:ShopItemAdapter(shopItem, itemData)
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end)
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if isTop then
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self.ScrollView:SetIndex(1)
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end
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end
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end
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-- 商店物品数据匹配
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function this:ShopItemAdapter(shopItem, itemData)
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-- 获取对象
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local bg = Util.GetGameObject(shopItem, "bg")
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local item = Util.GetGameObject(bg, "item")
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local itemName = Util.GetGameObject(bg, "itemName"):GetComponent("Text")
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local limitBg = Util.GetGameObject(bg, "buyLimitbg")
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local limitTip = Util.GetGameObject(bg, "buyLimitbg/tip"):GetComponent("Text")
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local limitTimes = Util.GetGameObject(bg, "buyLimitbg/buyLimit"):GetComponent("Text")
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local priceBg = Util.GetGameObject(bg, "pricebg")
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local itemPrice = Util.GetGameObject(bg, "pricebg/price"):GetComponent("Text")
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local costIcon = Util.GetGameObject(bg, "pricebg/costIcon"):GetComponent("Image")
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local discountbg = Util.GetGameObject(bg, "discountbg")
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local empty = Util.GetGameObject(shopItem, "empty")
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local lock = Util.GetGameObject(shopItem, "lock")
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local lockTip = Util.GetGameObject(shopItem, "lock/tip"):GetComponent("Text")
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-- 计算数据
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local itemInfo = ShopManager.GetShopItemInfo(itemData.id)
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local curBuyCount = itemData.buyNum
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local maxLimitCount = ShopManager.GetShopItemLimitBuyCount(itemData.id)
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local costId, price = ShopManager.calculateBuyCost(self.ShopType, itemData.id, 1)
|
||
|
||
local goods = ShopManager.GetShopItemGoodsInfo(itemData.id)
|
||
itemName.text = ConfigManager.GetConfigData(ConfigName.ItemConfig,goods[1][1]).Name--itemInfo.GoodsName
|
||
-- 折扣
|
||
if price == 0 then
|
||
discountbg:SetActive(true)
|
||
discountbg:GetComponent("Image").sprite = Util.LoadSprite("s_shop_zhekou_00")
|
||
else
|
||
local isDiscount = itemInfo.IsDiscount == 1
|
||
discountbg:SetActive(isDiscount)
|
||
if isDiscount then
|
||
discountbg:GetComponent("Image").sprite = Util.LoadSprite("s_shop_zhekou_0" .. itemInfo.DiscountDegree)
|
||
end
|
||
end
|
||
-- 消耗物品的信息
|
||
itemPrice.text = PrintWanNum2(tonumber(price))--tostring(price)
|
||
costIcon.sprite = SetIcon(costId)
|
||
|
||
-- 判断商品栏位是否解锁
|
||
local _IsUnLock = true
|
||
if self.ShopType == SHOP_TYPE.GUILD_SHOP then
|
||
local isUnLock, unLockLevel = MyGuildManager.GetGuildShopSortIsUnLock(itemInfo.Sort)
|
||
if not isUnLock then
|
||
_IsUnLock = false
|
||
lockTip.text = string.format(Language[12096], unLockLevel)
|
||
end
|
||
end
|
||
lock:SetActive(not _IsUnLock)
|
||
priceBg.gameObject:SetActive(_IsUnLock)
|
||
itemName.gameObject:SetActive(_IsUnLock)
|
||
|
||
-- 限购
|
||
limitBg:SetActive(maxLimitCount ~= -1)
|
||
limitTimes.text = maxLimitCount
|
||
-- 售空 限购次数为-1 表示不限购
|
||
local isEmpty = maxLimitCount ~= -1 and curBuyCount >= maxLimitCount
|
||
if curBuyCount >= maxLimitCount then
|
||
empty:SetActive(true)
|
||
else
|
||
empty:SetActive(false)
|
||
end
|
||
empty:SetActive(isEmpty)
|
||
|
||
-- 数据匹配
|
||
if not _GoodsItemList[shopItem] then
|
||
_GoodsItemList[shopItem] = SubUIManager.Open(SubUIConfig.ItemView, item.transform)
|
||
end
|
||
Util.SetGray(_GoodsItemList[shopItem].gameObject, not _IsUnLock)
|
||
if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效
|
||
_GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false)
|
||
else
|
||
_GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,this.sortingOrder)
|
||
end
|
||
|
||
-- 商品颜色显示
|
||
local imgColor = isEmpty and Color.New(0.5, 0.5, 0.5, 1) or Color.New(1, 1, 1, 1)
|
||
local textA = isEmpty and 0.7 or 1
|
||
Util.SetColor(bg, imgColor)
|
||
SetAlpha(itemName, textA)
|
||
SetAlpha(limitTip, textA)
|
||
SetAlpha(limitTimes, textA)
|
||
SetAlpha(itemPrice, textA)
|
||
|
||
-- 购买事件
|
||
Util.AddOnceClick(lock, function()
|
||
PopupTipPanel.ShowTip(Language[12097])
|
||
end)
|
||
Util.AddOnceClick(empty, function()
|
||
PopupTipPanel.ShowTip(Language[12098])
|
||
end)
|
||
Util.AddOnceClick(bg, function()
|
||
-- 售空
|
||
if isEmpty then
|
||
PopupTipPanel.ShowTip(Language[12098])
|
||
return
|
||
end
|
||
if not _IsUnLock then
|
||
PopupTipPanel.ShowTip(Language[12097])
|
||
return
|
||
end
|
||
UIManager.OpenPanel(UIName.ShopBuyPopup, self.ShopType, itemData.id)
|
||
end)
|
||
end
|
||
|
||
-- 妖晶商店物品数据匹配
|
||
function this:RechargeShopItemAdapter(shopItem, itemData)
|
||
-- 获取对象
|
||
local first = Util.GetGameObject(shopItem, "first")
|
||
local firstNum = Util.GetGameObject(shopItem, "first/Text"):GetComponent("Text")
|
||
local icon = Util.GetGameObject(shopItem, "icon"):GetComponent("Image")
|
||
local num = Util.GetGameObject(shopItem, "itemName"):GetComponent("Text")
|
||
local price = Util.GetGameObject(shopItem, "price/Text"):GetComponent("Text")
|
||
|
||
-- 计算数据
|
||
local itemInfo = ShopManager.GetRechargeItemInfo(itemData.goodsId)
|
||
icon.sprite = Util.LoadSprite(GetResourcePath(itemInfo.Resources))
|
||
num.text = itemInfo.Name
|
||
price.text = "¥" .. itemInfo.Price
|
||
-- 判断首充赠送
|
||
local curBuyCount = itemData.buyTimes
|
||
first:SetActive(curBuyCount < 1)
|
||
firstNum.text = itemInfo.FirstMultiple[1][2]
|
||
|
||
-- 购买事件
|
||
Util.AddOnceClick(shopItem, function()
|
||
if AppConst.isSDK then
|
||
PayManager.Pay({ Id = itemData.goodsId })
|
||
else
|
||
NetManager.RequestBuyGiftGoods(itemData.goodsId, function()
|
||
self:RechargeSuccessFunc(itemData.goodsId)
|
||
PlayerPrefs.SetInt(PlayerManager.uid.."czlb", 0)
|
||
CheckRedPointStatus(RedPointType.GrowthPackage)--成长礼包红点检测
|
||
end)
|
||
end
|
||
end)
|
||
end
|
||
|
||
-- 充值成功回调
|
||
function this:RechargeSuccessFunc(id)
|
||
FirstRechargeManager.RefreshAccumRechargeValue(id)
|
||
OperatingManager.RefreshGiftGoodsBuyTimes(GoodsTypeDef.DemonCrystal, id)
|
||
self:RefreshShopInfo(false, false)
|
||
--PopupTipPanel.ShowTip("购买成功,请到邮箱中领取!")
|
||
end
|
||
|
||
---=====================================对外接口=============================----
|
||
-- 设置要显示的商店类型
|
||
function this:ShowShop(shopType,_sortingOrder)
|
||
--
|
||
self.titleBg:GetComponent("Canvas").sortingOrder = _sortingOrder + 1
|
||
this.sortingOrder = _sortingOrder
|
||
-- 红点销毁
|
||
self.refreshRedpot:SetActive(false)
|
||
if self.ShopType == SHOP_TYPE.GENERAL_SHOP then
|
||
ClearRedPointObject(RedPointType.Shop_General_Refresh)
|
||
end
|
||
-- 绑定新红点
|
||
if shopType == SHOP_TYPE.GENERAL_SHOP then
|
||
BindRedPointObject(RedPointType.Shop_General_Refresh, self.refreshRedpot)
|
||
end
|
||
|
||
-- 刷新显示
|
||
self.ShopType = shopType
|
||
self.ShopId = ShopManager.GetShopDataByType(self.ShopType).id
|
||
self.ShopConfig = _ShopTypeConfig[self.ShopId]
|
||
-- 显示帮助按钮
|
||
self.helpBtn:SetActive(self.ShopConfig.HelpId ~= 0)
|
||
self:RefreshShopInfo(false, true)
|
||
-- 设置tip显隐
|
||
local isSSSHop = self.ShopType == SHOP_TYPE.SOUL_STONE_SHOP
|
||
self.scrollBg1:SetActive(not isSSSHop)
|
||
self.scrollBg2:SetActive(not isSSSHop)
|
||
self.titleBg:SetActive(not isSSSHop)
|
||
self.bottom:SetActive(not isSSSHop)
|
||
self.scrollBg3:SetActive(isSSSHop)
|
||
self.tip:SetActive(isSSSHop)
|
||
end
|
||
|
||
-- 设置立绘位置
|
||
function this:SetLivePosition(pos)
|
||
-- 计算位置
|
||
if not pos then
|
||
return
|
||
end
|
||
if not self.liveNode then
|
||
return
|
||
end
|
||
self.liveNode.transform.localPosition = pos
|
||
end
|
||
|
||
-- 设置商店物品栏位置
|
||
function this:SetItemContentPosition(pos)
|
||
-- 计算位置
|
||
if not pos then
|
||
return
|
||
end
|
||
self.scrollBg.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(pos.x, pos.y)
|
||
--self.scrollBg.transform.localPosition = pos
|
||
end
|
||
|
||
-- 设置基础信息位置
|
||
function this:SetBasePanelPostion(pos)
|
||
self.basePanel:GetComponent("RectTransform").anchoredPosition = pos
|
||
end
|
||
|
||
-- 设置层级
|
||
function this:SetSortLayer(sortLayer)
|
||
--
|
||
Log("sortLayer _GoodsItemList "..sortLayer.." "..LengthOfTable(_GoodsItemList))
|
||
for _, item in pairs(_GoodsItemList) do
|
||
item:SetEffectLayer(sortLayer)--this.sortingOrder)
|
||
end
|
||
|
||
self.titleBg:GetComponent("Canvas").sortingOrder = sortLayer + 1
|
||
|
||
-- 保存层级
|
||
this.sortingOrder = sortLayer
|
||
end
|
||
|
||
return this |