285 lines
12 KiB
Lua
285 lines
12 KiB
Lua
require("Base/BasePanel")
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local GeneralTreasurePanel = Inherit(BasePanel)
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local itemnum = 0
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local LocalData = {
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[ActivityTypeDef.QiJieTreasure] = {hp = HELP_TYPE.QiJieTreasure},--七界秘宝
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}
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--初始化组件(用于子类重写)
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function GeneralTreasurePanel:InitComponent()
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--topBar/btnBack
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self.btnBack = Util.GetGameObject(self.transform, "bg/btnBack")
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self.buyBtn = Util.GetGameObject(self.transform, "bg/topBar/buyBtn")
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self.Text1 = Util.GetGameObject(self.buyBtn, "buy"):GetComponent("Text")
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self.tips = Util.GetGameObject(self.transform, "bg/topBar/tips"):GetComponent("Text")
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self.time = Util.GetGameObject(self.transform, "bg/topBar/time"):GetComponent("Text")
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self.quesBtn = Util.GetGameObject(self.transform, "bg/quesBtn")
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self.helpPosition=self.quesBtn:GetComponent("RectTransform").localPosition
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--Content
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self.scoreText = Util.GetGameObject(self.transform, "bg/pageContent/bg/score/number"):GetComponent("Text")
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self.treasureList = Util.GetGameObject(self.transform, "bg/pageContent/treasureList")
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self.itemPre = Util.GetGameObject(self.transform, "bg/pageContent/itemPro")
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self.itemPos = Util.GetGameObject(self.transform, "bg/pageContent/itemPos")
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--设置滚动条
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,self.treasureList.transform,self.itemPre,nil,Vector2.New(950, 1000),1,1,Vector2.New(100, 25))
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self.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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self.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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self.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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self.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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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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--绑定事件(用于子类重写)
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function GeneralTreasurePanel:BindEvent()
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Util.AddClick(self.btnBack,function()
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self:ClosePanel()
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end)
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Util.AddClick(self.quesBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,LocalData[self.curType].hp,self.helpPosition.x,self.helpPosition.y)
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end)
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end
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function GeneralTreasurePanel:OnSortingOrderChange()
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end
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--添加事件监听(用于子类重写)
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function GeneralTreasurePanel:AddListener()
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-- Game.GlobalEvent:AddEvent(GameEvent.EndLess.RechargeQinglongSerectSuccess, self.refresh,self)
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-- Game.GlobalEvent:AddEvent(GameEvent.EndLess.QinglongSerectRefresh, self.OnShow,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 GeneralTreasurePanel:RemoveListener()
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-- Game.GlobalEvent:RemoveEvent(GameEvent.EndLess.RechargeQinglongSerectSuccess, self.refresh,self)
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-- Game.GlobalEvent:AddEvent(GameEvent.EndLess.QinglongSerectRefresh, self.OnShow,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 GeneralTreasurePanel:OnOpen(...)
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self.curType = ...
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self.curType = 83
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end
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-- 打开,重新打开时回调
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function GeneralTreasurePanel:OnShow()
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-- self.treasureData = EndLessMapManager.treasureData
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self.treasureData = GeneralTreasureMangaer.GetTreasureData(self.curType)
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-- self.tips.text = self.treasureData.tip
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self:ShowTime()
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self:topBar()
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self:showTaskList(true,true)
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end
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function GeneralTreasurePanel:refresh(isTop,isAni)
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self:topBar()
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self:showTaskList(isTop,isAni)
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end
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--topBar按钮状态
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function GeneralTreasurePanel:topBar()
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--设置礼包购买按钮状态
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self.buyBtn:GetComponent("Button").interactable = self.treasureData.treasureState == 0
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self.Text1.text = self.treasureData.treasureState == 0 and "激活秘宝" or "已激活"
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Util.AddOnceClick(self.buyBtn,function()
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-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,3)
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PopupTipPanel.ShowTip("天宫秘宝")
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end)
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end
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--任务列表
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function GeneralTreasurePanel:showTaskList(isTop,isAni)
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-- itemnum = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) or 0
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self.scoreText.text = self.treasureData.dataList[1].Progress
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if not self.itemsList then
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self.itemsList = {}
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end
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if not self.itemsList2 then
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self.itemsList2 = {}
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end
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self.ScrollView:SetData(self.treasureData.dataList,function(index, rewardItem)
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self:SingleTask(rewardItem, self.treasureData.dataList[index])
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end,not isTop,not isAni)
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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--定位打开界面时位置
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local t = 0
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local state = self.treasureData.treasureState == 0 and 1 or -1
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for i = 1, #self.treasureData.dataList do
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if self.treasureData.dataList[i].State == state then
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t = i
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break
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end
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end
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self.ScrollView:SetIndex(t)
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end
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--单个任务
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function GeneralTreasurePanel:SingleTask(rewardItem, singleData)
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local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
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local scroll1 = Util.GetGameObject(rewardItem, "scroll1")
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local scroll2 = Util.GetGameObject(rewardItem, "scroll2")
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if not self.itemsList[rewardItem] then
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self.itemsList[rewardItem] = {}
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end
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for k,v in pairs(self.itemsList[rewardItem]) do
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v.gameObject:SetActive(false)
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end
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for i = 1 ,#singleData.Reward do
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if not self.itemsList[rewardItem][i] then
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self.itemsList[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,scroll1.transform)
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end
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self.itemsList[rewardItem][i].transform:SetParent(scroll1.transform)
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self.itemsList[rewardItem][i].transform.localScale = Vector3.one
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self.itemsList[rewardItem][i].transform.localPosition = Vector3.zero
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self.itemsList[rewardItem][i].gameObject:SetActive(true)
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self.itemsList[rewardItem][i]:OnOpen(false, {singleData.Reward[i].id, singleData.Reward[i].num}, 0.8, false)
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end
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if not self.itemsList2[rewardItem] then
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self.itemsList2[rewardItem] = {}
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end
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for k,v in pairs(self.itemsList2[rewardItem]) do
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v.gameObject:SetActive(false)
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end
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for i = 1 ,#singleData.TreasureReward do
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if not self.itemsList2[rewardItem][i] then
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self.itemsList2[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,scroll2.transform)
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end
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self.itemsList2[rewardItem][i].transform:SetParent(scroll2.transform)
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self.itemsList2[rewardItem][i].transform.localScale = Vector3.one
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self.itemsList2[rewardItem][i].transform.localPosition = Vector3.zero
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self.itemsList2[rewardItem][i].gameObject:SetActive(true)
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self.itemsList2[rewardItem][i]:OnOpen(false, {singleData.TreasureReward[i].id, singleData.TreasureReward[i].num}, 0.8, false)
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end
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scoreLevel.text = singleData.Level
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--初始化按钮状态
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self:InitButtonState(rewardItem, singleData)
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end
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--初始化按钮状态
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function GeneralTreasurePanel:InitButtonState(rewardItem, singleData)
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local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
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local get = Util.GetGameObject(rewardItem, "btnDeal/get")
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local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
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local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
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local finished = Util.GetGameObject(rewardItem, "finished")
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local redPoint = Util.GetGameObject(rewardItem, "btnDeal/redPoint")
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--当前任务领取情况
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local state = singleData.state
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--4 未达成 3 可再次领取 2 可领取 1 已领取 -1 完美领取(充钱领取过的)
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--判断
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if state == 4 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(true)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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elseif state == 3 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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elseif state == 2 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(true)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(true)
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elseif state == 1 then
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btnDeal.gameObject:SetActive(true)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(true)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(false)
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redPoint:SetActive(false)
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elseif state == -1 then
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btnDeal.gameObject:SetActive(false)
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get.gameObject:SetActive(false)
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getAgain.gameObject:SetActive(false)
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unfinished.gameObject:SetActive(false)
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finished.gameObject:SetActive(true)
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redPoint:SetActive(false)
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end
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--添加点击事件
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Util.AddOnceClick(btnDeal,function()
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self:OnBtnDealClicked(rewardItem,singleData)
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end)
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--红点状态
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--redPoint:SetActive(TreasureOfHeavenManger.RedPointState(singleData,self.treasureData.treasureState))
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end
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--按钮事件
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function GeneralTreasurePanel:OnBtnDealClicked(rewardItem,singleData)
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local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
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local get = Util.GetGameObject(rewardItem, "btnDeal/get")
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local getAgain = Util.GetGameObject(rewardItem, "btnDeal/getAgain")
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local unfinished = Util.GetGameObject(rewardItem, "btnDeal/unfinished")
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local finished = Util.GetGameObject(rewardItem, "btnDeal/finished")
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if singleData.state == 4 then
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PopupTipPanel.ShowTip(Language[11330])
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elseif singleData.state == 3 or singleData.state == 2 then
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NetManager.EndlessTakeTreasureRequest(singleData.Id,function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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--需要刷新界面
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if self.treasureData.treasureState == 0 then--判断是否已经购买了礼包
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EndLessMapManager.SetTreasureState(singleData.Id,1)
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else
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EndLessMapManager.SetTreasureState(singleData.Id,-1)
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end
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-- CheckRedPointStatus(RedPointType.wujinTreasure)
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-- CheckRedPointStatus(RedPointType.EndlessPanel)
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self:refresh()--刷新界面
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end)
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end)
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elseif singleData.state == 1 then
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-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,3)
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end
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end
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function GeneralTreasurePanel:ShowTime()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = nil
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end
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self.time.text = "重置时间:"..TimeToDHMS(self.treasureData.endTime - GetTimeStamp())
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local time = self.treasureData.endTime - GetTimeStamp()
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if time <= 0 then
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return
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end
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self.localTimer = Timer.New(function()
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time = time - 1
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if time <= 0 then
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self.time.text = "重置时间:"..TimeToDHMS(0)
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self.localTimer:Stop()
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self.localTimer = nil
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return
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end
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self.time.text = "重置时间:"..TimeToDHMS(time)
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end,1,-1,true)
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self.localTimer:Start()
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end
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--界面关闭时调用(用于子类重写)
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function GeneralTreasurePanel:OnClose()
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if self.localTimer then
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self.localTimer:Stop()
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self.localTimer = nil
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end
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end
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--界面销毁时调用(用于子类重写)
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function GeneralTreasurePanel:OnDestroy()
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self.itemsList = {}
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self.itemsList2 = {}
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end
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return GeneralTreasurePanel |