385 lines
16 KiB
Lua
385 lines
16 KiB
Lua
----- 日常任务弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local curScore = 0--当前分数
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local treasureState = 0
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local itemsList={}
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local maskList={}
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local isPlayAnim = true
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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--topBar/btnBack
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this.gameObject = gameObject
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this.quesBtn = Util.GetGameObject(this.gameObject, "bg/quesBtn")
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this.helpPosition= this.quesBtn:GetComponent("RectTransform").localPosition
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this.time = Util.GetGameObject(this.gameObject, "bg/topBar/time"):GetComponent("Text")
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this.buyBtn = Util.GetGameObject(this.gameObject, "bg/topBar/button/buyBtn")
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this.buyBtnText = Util.GetGameObject(this.buyBtn, "Text"):GetComponent("Text")
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this.jiesuoBtn = Util.GetGameObject(this.gameObject, "bg/topBar/button/jiesuoBtn")
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this.jiesuoBtnText = Util.GetGameObject(this.jiesuoBtn, "Text"):GetComponent("Text")
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this.lv = Util.GetGameObject(this.gameObject, "bg/topBar/Image/lv"):GetComponent("Text")
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--Content
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this.progress = Util.GetGameObject(this.gameObject, "bg/topBar/progress/Image"):GetComponent("Image")
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this.scoreText = Util.GetGameObject(this.gameObject, "bg/topBar/progress/Text"):GetComponent("Text")
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this.remainTime = Util.GetGameObject(this.gameObject, "bg/topBar/remainTime/Text"):GetComponent("Text")
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this.box = Util.GetGameObject(this.gameObject, "topBar/box")
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this.extra = Util.GetGameObject(this.gameObject, "topBar/extraBox")
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this.canOpenExtra = Util.GetGameObject(this.gameObject, "topBar/UI_Effect_BaoXiang_KeKaiQi")
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this.canOpenExtra.gameObject:SetActive(false)
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this.openExtra = Util.GetGameObject(this.gameObject, "topBar/UI_Effect_BaoXiang_KaiQi")
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this.openExtra.gameObject:SetActive(false)
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this.treasureList = Util.GetGameObject(this.gameObject, "bg/pageContent/treasureList")
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local v2 = this.treasureList:GetComponent("RectTransform").sizeDelta
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this.itemPre = Util.GetGameObject(this.treasureList, "itemPro")
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--设置滚动条
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.treasureList.transform,
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this.itemPre,nil,Vector2.New(v2.x, v2.y),1,1,Vector2.New(100,3.5))
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this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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end
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function this:BindEvent()
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Util.AddClick(this.quesBtn,function()
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--LogGreen(this.helpPosition.x.."+"..this.helpPosition.y)
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.QingLongSerectTreasure,this.helpPosition.x,this.helpPosition.y)
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end)
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
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Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
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Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
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Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
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Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
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end
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this.Closefunction = function()
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isPlayAnim = true
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Timer.New(function()
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if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
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PopupTipPanel.ShowTip(Language[10471])
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if parent then
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parent:ClosePanel()
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end
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return
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else
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this.refresh(false,false)
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end
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end,1):Start()
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end
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function this:OnShow(_parent,...)
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isPlayAnim = true
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parent=_parent
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sortingOrder = _parent.sortingOrder
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if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
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parent:ClosePanel()
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return
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end
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local startTime,endTime,endTimeScale = QinglongSerectTreasureManager.GetTimeStartToEnd()
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-- this.timeTxt.text = "活动时间:"
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-- this.time.text = startTime.."-"..endTime
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this.time.text = string.format(Language[10584].." %s-%s",startTime,endTime)
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this.remainTime.text = Language[10470]..TimeToDHMS(tonumber(endTimeScale) - GetTimeStamp())
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this:ShowTime(endTimeScale)
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this.refresh(true,true)
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end
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function this:OnSortingOrderChange(sortingOrder)
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for i, v in pairs(itemsList) do
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for j = 1, #itemsList[i] do
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if itemsList[i][j] and itemsList[i][j].gameObject then
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itemsList[i][j]:SetEffectLayer(sortingOrder)
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end
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end
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end
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Util.SetParticleSortLayer(this.canOpenExtra, sortingOrder)
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Util.SetParticleSortLayer(this.openExtra, sortingOrder)
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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this.spLoader:Destroy()
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itemsList={}
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maskList={}
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if self.timer then
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self.timer :Stop()
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self.timer = nil
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end
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end
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this.refresh = function(isTop,isAni)
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QinglongSerectTreasureManager.UpdateTreasureState2()
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this:topBar()
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this:showTaskList(isTop,isAni)
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CheckRedPointStatus(RedPointType.QinglongSerectTreasure)
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end
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--topBar按钮状态
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function this:topBar()
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--设置礼包购买按钮状态
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treasureState = QinglongSerectTreasureManager.GetTreasureState()--秘宝礼包状态 false:可购买 true:已购买
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curScore = QinglongSerectTreasureManager.GetScore()
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local lv = QinglongSerectTreasureManager.GetLevel()
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this.lv.text = lv
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local rewardData = QinglongSerectTreasureManager.GetRewardData(lv)
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local needScore
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if lv > 0 then
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local lastRewardData = QinglongSerectTreasureManager.GetRewardData(lv - 1)
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if not lastRewardData then
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needScore = 0
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else
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needScore = lastRewardData.needScore
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end
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else
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needScore = 0
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end
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if rewardData.needScore and rewardData.needScore ~= 0 then
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this.scoreText.text = curScore .."/"..rewardData.needScore - needScore
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this.progress.fillAmount = curScore/(rewardData.needScore - needScore)
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this.buyBtn:GetComponent("Button").enabled = true
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this.buyBtnText.text = Language[11324]
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Util.AddOnceClick(this.buyBtn,function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.QinglongSerectTreasureBuyLevel)
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end)
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else
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this.scoreText.text = Language[11325]
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this.progress.fillAmount = 1
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this.buyBtn:GetComponent("Button").enabled = false
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this.buyBtnText.text = Language[11325]
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end
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this.jiesuoBtn:GetComponent("Button").enabled = (not treasureState)
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this.jiesuoBtnText.text = ((not treasureState) and Language[11326] or Language[11327])
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Util.AddOnceClick(this.jiesuoBtn,function()
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,2)
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end)
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local times = PrivilegeManager.GetPrivilegeRemainValue(1007)
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this.box :GetComponent("Image").enabled = (not treasureState)
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this.extra:GetComponent("Button").enabled = ((treasureState) and (times > 0))
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this.canOpenExtra.gameObject:SetActive((treasureState) and (times > 0))
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this.openExtra:GetComponent("Animator").enabled = false
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this.openExtra.gameObject:SetActive((treasureState) and (times <= 0))
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Util.GetGameObject(this.openExtra,"MeiKaiQi"):SetActive(false)
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Util.GetGameObject(this.openExtra,"KaiQi"):SetActive(true)
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Util.AddOnceClick(this.extra,function()
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this.extra:GetComponent("Button").enabled = false
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this.canOpenExtra.gameObject:SetActive(false)
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this.openExtra.gameObject:SetActive(true)
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Util.GetGameObject(this.openExtra,"KaiQi"):SetActive(false)
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Util.GetGameObject(this.openExtra,"MeiKaiQi"):SetActive(true)
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this.openExtra:GetComponent("Animator").enabled = true
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Timer.New(function()
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local id = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody)
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NetManager.GetActivityRewardRequest(-2,id,function(msg)
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PrivilegeManager.RefreshPrivilegeUsedTimes(1007, 1)
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PopupTipPanel.ShowTip(Language[11328])
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Timer.New(function()
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LogBlue("level:"..QinglongSerectTreasureManager.GetLevel())
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this.refresh(false,false)
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end,1):Start()
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end)
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end,1.5):Start()
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end)
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end
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--任务列表
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function this:showTaskList(isTop,isAni)
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local rewardData = QinglongSerectTreasureManager.GetAllRewardData()
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this.ScrollView:SetData(rewardData,function(index, rewardItem)
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this:SingleTask(rewardItem, rewardData[index])
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end,not isTop,not isAni)
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local index = 0
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if QinglongSerectTreasureManager.GetLevel() == 1 then
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index = 1
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else
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for k,v in ipairs(rewardData) do
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if v.state == 1 and treasureState then
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index = k
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break
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elseif v.state == 0 and treasureState then
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index = k
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break
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elseif v.state == 0 and (not treasureState) and (k < 35) then
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index = k
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break
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elseif v.state == 0 and (not treasureState) and (k >= 35) then
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index = 35
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break
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end
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end
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if index == 0 then
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for i = #rewardData , 1 , -1 do
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if (rewardData[i].state == -1) or (rewardData[i].state == 1 and not treasureState) then
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index = i
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break
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end
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end
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end
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end
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this.ScrollView:SetIndex(index)
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-- if isPlayAnim then
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-- SecTorPlayAnimByScroll(this.ScrollView)
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-- isPlayAnim = false
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-- end
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end
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--单个任务
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function this:SingleTask(rewardItem, rewardSingleData)
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-- if isPlayAnim then
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-- rewardItem:SetActive(false)
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-- else
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-- rewardItem:SetActive(true)
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-- end
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local scoreLevel = Util.GetGameObject(rewardItem, "scoreLevel"):GetComponent("Text")
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local box1 = Util.GetGameObject(rewardItem, "box1")
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local box2 = Util.GetGameObject(rewardItem, "box2")
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local mask = Util.GetGameObject(rewardItem, "mask")
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if not itemsList[rewardItem] then
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itemsList[rewardItem] = {}
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maskList[rewardItem] = {}
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end
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for i = 1, #itemsList[rewardItem] do
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itemsList[rewardItem][i].gameObject:SetActive(false)
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maskList[rewardItem][i].gameObject:SetActive(false)
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end
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scoreLevel.text = rewardSingleData.level
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local SetMask = function (item,i,type)
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maskList[rewardItem][i].gameObject:SetActive(false)
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if type == 1 then
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if rewardSingleData.state == 1 or rewardSingleData.state == -1 then
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maskList[rewardItem][i].gameObject:SetActive(true)
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end
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else
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if rewardSingleData.state == -1 then
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maskList[rewardItem][i].gameObject:SetActive(true)
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end
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end
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end
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for i = 1, #rewardSingleData.Reward do
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if not itemsList[rewardItem][i] then
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itemsList[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,box1.transform)
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itemsList[rewardItem][i].gameObject:SetActive(false)
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maskList[rewardItem][i] = newObjToParent(mask, itemsList[rewardItem][i])
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maskList[rewardItem][i].transform:DOAnchorPos(Vector3(0.7,-3,0),0)
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end
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if rewardSingleData.Reward[i] then
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if rewardSingleData.Reward[i].type == 1 then
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itemsList[rewardItem][i].gameObject.transform:SetParent(box1.transform)
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else
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itemsList[rewardItem][i].gameObject.transform:SetParent(box2.transform)
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end
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itemsList[rewardItem][i].gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
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itemsList[rewardItem][i].gameObject:SetActive(true)
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itemsList[rewardItem][i]:OnOpen(false, rewardSingleData.Reward[i].item, 0.8,false,false,false,sortingOrder)
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SetMask(rewardItem,i,rewardSingleData.Reward[i].type)
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else
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itemsList[rewardItem][i].gameObject:SetActive(false)
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end
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end
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--初始化按钮状态
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this:InitButtonState(rewardItem, rewardSingleData)
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end
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local type={
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[-2]={sprite = "s_slbz_1anniuhuise",text = Language[10303]},
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[-1]={sprite = "s_slbz_1anniuhuise",text = Language[10101]},
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[0]={sprite = "s_slbz_1anniuongse",text = Language[10018]},
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[1]={sprite = "s_slbz_1anniuhuangse",text = Language[11329]}
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}
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--初始化按钮状态
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function this:InitButtonState(rewardItem, rewardSingleData)
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local btnDeal = Util.GetGameObject(rewardItem, "btnDeal")
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local get = Util.GetGameObject(rewardItem, "btnDeal/get"):GetComponent("Image")
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local text = Util.GetGameObject(get.gameObject, "Text"):GetComponent("Text")
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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 = rewardSingleData.state
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Util.GetGameObject(get.gameObject, "Image"):SetActive(false)--state == -1)
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redPoint:SetActive(state == 0 or (state == 1 and treasureState))
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get.sprite = this.spLoader:LoadSprite(type[state].sprite)
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get.enabled = true
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text.text = type[state].text
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-- if state == -1 then
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-- btnDeal:GetComponent("Button").enabled = false
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-- get.enabled = false
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-- else
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-- btnDeal:GetComponent("Button").enabled = true
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Util.AddOnceClick(btnDeal,function()
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this:OnBtnDealClicked(rewardItem,rewardSingleData)
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end)
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-- end
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end
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--按钮事件
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function this:OnBtnDealClicked(rewardItem,rewardSingleData)
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if rewardSingleData.state ~= -2 then--分数达到要求
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if (rewardSingleData.state == 0) or--任务未领取
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(rewardSingleData.state == 1 and treasureState) then--任务未领取+礼包已购买
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local id = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody)
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LogBlue("activityId:"..id)
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NetManager.GetActivityRewardRequest(rewardSingleData.level,id,function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg,1)
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--需要刷新界面
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if not treasureState then--判断是否已经购买了礼包
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QinglongSerectTreasureManager.SetSingleRewardState(rewardSingleData.level,1)
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else
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QinglongSerectTreasureManager.SetSingleRewardState(rewardSingleData.level,-1)
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end
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this.refresh(false,false)--刷新界面
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end)
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elseif rewardSingleData.state == 1 and (not treasureState) then----任务已领取+礼包未购买(弹出购买界面)
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,2)
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end
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else--分数未达到要求
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PopupTipPanel.ShowTip(Language[11330])
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end
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end
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function this:ShowTime(endtime)
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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local timeDown= endtime - GetTimeStamp()
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this.remainTime.text = Language[10470]..TimeToDHMS(timeDown)
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self.timer = Timer.New(function()
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if timeDown < 1 then
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this.remainTime.text = Language[10470]..TimeToDHMS(0)
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self.timer:Stop()
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self.timer = nil
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return
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end
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timeDown = timeDown - 1
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this.remainTime.text = Language[10470]..TimeToDHMS(timeDown)
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end, 1, -1, true)
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self.timer:Start()
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end
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return this |