395 lines
15 KiB
Lua
395 lines
15 KiB
Lua
require("Base/BasePanel")
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GeneralRankRewardPanel = Inherit(BasePanel)
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local this = GeneralRankRewardPanel
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local RewardList
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local GloActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
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local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
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local godSetting = ConfigManager.GetConfig(ConfigName.GodSacrificeSetting)
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local godRewardConfig = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig)
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local RewardConfig
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local itemList = {}--优化itemView使用
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local itemList2 = {}--优化itemView使用
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local sorting = 0
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local curRankType = 1
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local tabNum = 1
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local myrank = nil
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local ActivityId = nil
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local ConfigList = {
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[1] = ConfigManager.GetConfig(ConfigName.ActivityRankingReward),--一般奖励表
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[2] = ConfigManager.GetConfig(ConfigName.GodSacrificeConfig),--社稷大典奖励表
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[3] = ConfigManager.GetConfig(ConfigName.ArenaReward),--竞技场奖励表
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[4] = ConfigManager.GetConfig(ConfigName.QijieRanking),--七界试炼
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}
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local vec = {
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[2] = Vector2.New(916,1002.7),
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[3] = Vector2.New(916,841.6),
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[4] = Vector2.New(916,944.9),
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}
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local _TabImgData = {select = "r_tongyong_xiaanniu_01", default = "r_tongyong_xiaanniu_02",}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1) }
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local _TabData = {
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[1]= {txt = Language[10755]},
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[2]= {txt = Language[10106]},
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}
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local _TabData2 = {
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[1]= {txt = Language[10756]},
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[2]= {txt = Language[10757]},
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}
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--初始化组件(用于子类重写)
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function GeneralRankRewardPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.bottom = Util.GetGameObject(self.gameObject, "bgImage/Bottom")
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this.tabbox = Util.GetGameObject(this.bottom, "tabbox")
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this.myRank = Util.GetGameObject(this.bottom, "MyRank")
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this.myRankNum = Util.GetGameObject(this.myRank, "num"):GetComponent("Text")
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this.myInfo = Util.GetGameObject(this.bottom, "MyInfo")
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this.norank = Util.GetGameObject(this.bottom, "MyInfo/myrank")
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this.tips = Util.GetGameObject(this.bottom, "Tips")
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this.text = Util.GetGameObject(this.bottom, "Tips/Text"):GetComponent("Text")
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this.text2 = Util.GetGameObject(this.bottom, "Tips/Text2"):GetComponent("Text")
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this.scrollRect = Util.GetGameObject(self.gameObject, "bgImage/content1/scrollRect")
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this.rankPre = Util.GetGameObject(self.gameObject, "itemPre")
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRect.transform,
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this.rankPre, nil, Vector2.New(this.scrollRect.transform.sizeDelta.x, this.scrollRect.transform.sizeDelta.y), 1, 1, Vector2.New(10,10))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.ScrollView.elastic = false
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end
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--绑定事件(用于子类重写)
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function GeneralRankRewardPanel:BindEvent()
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
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this.TabCtrl:Init(this.tabbox, _TabData)
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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end
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-- tab按钮自定义显示设置
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function this.TabAdapter(tab, index, status)
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local img = Util.GetGameObject(tab, "Image")
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local txt = Util.GetGameObject(tab, "Text")
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img:GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabImgData[status])
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if curRankType == 2 then
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txt:GetComponent("Text").text = _TabData2[index].txt
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elseif curRankType == 3 then
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txt:GetComponent("Text").text = _TabData[index].txt
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end
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txt:GetComponent("Text").color = _TabFontColor[status]
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end
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-- tab改变回调事件
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function this.OnTabChange(index)
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tabNum = index
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this.text2.text = ""
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this.text2.color = UIColor.WRITE
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if curRankType == 2 then
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this.ShowRewardInfo()
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local type = tabNum == 1 and RANK_TYPE.GOLD_EXPER or RANK_TYPE.CELEBRATION_GUILD
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DynamicActivityManager.SheJiGetRankData(type,ActivityId,function(allRankData,myRankData)
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local rank = myRankData.rank > 0 and myRankData.rank or Language[10036]
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this.text.text = Language[10103]..rank
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end)
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if type == RANK_TYPE.GOLD_EXPER then
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this.text2.text = string.format("前10名奖励需个人贡献值达到%s分才能获取", 2500)
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this.text2.color = UIColor.RED
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end
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elseif curRankType == 3 then
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this.ShowRewardInfo()
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this.text.text = Language[10758]
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this.RefreshMyInfo()
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elseif curRankType == 4 then
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this.ShowRewardInfo()
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this.text.text = "排行奖励将在周日23:30后通过邮件发放"
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this.RefreshMyInfo()
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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 GeneralRankRewardPanel:AddListener()
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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 GeneralRankRewardPanel:RemoveListener()
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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 GeneralRankRewardPanel:OnOpen(Type,myRank,activityId)
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curRankType = Type
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ActivityId = activityId or nil
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myrank = tonumber(myRank)
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RewardConfig = ConfigList[Type]
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if curRankType == 2 then--社稷大典的特殊处理
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-- this.arenaBottom:SetActive(true)
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this.tabbox:SetActive(true)
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this.TabCtrl:Init(this.tabbox, _TabData2)
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this.myRank:SetActive(true)
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this.myInfo:SetActive(false)
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this.tips:SetActive(false)
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this.scrollRect.transform.sizeDelta = vec[curRankType]
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this.ScrollView.transform.sizeDelta = vec[curRankType]
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this.SetMyRank()
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elseif curRankType == 3 then--竞技场特殊处理
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this.tabbox:SetActive(true)
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this.TabCtrl:Init(this.tabbox, _TabData)
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this.myRank:SetActive(false)
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this.myInfo:SetActive(true)
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this.tips:SetActive(true)
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this.scrollRect.transform.sizeDelta = vec[curRankType]
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this.ScrollView.transform.sizeDelta = vec[curRankType]
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this.RefreshMyInfo()
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elseif curRankType == 4 then
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this.tabbox:SetActive(false)
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this.myRank:SetActive(false)
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this.myInfo:SetActive(true)
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this.tips:SetActive(true)
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this.scrollRect.transform.sizeDelta = vec[curRankType]
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this.ScrollView.transform.sizeDelta = vec[curRankType]
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this.RefreshMyInfo()
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end
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this.ShowRewardInfo()
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function GeneralRankRewardPanel:OnShow()
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end
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function GeneralRankRewardPanel:OnSortingOrderChange()
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for i, v in pairs(itemList) do
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for j = 1, #v do
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v[j]:SetEffectLayer(self.sortingOrder)
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end
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end
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for i, v in pairs(itemList2) do
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for j = 1, #v do
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v[j]:SetEffectLayer(self.sortingOrder)
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end
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end
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sorting = self.sortingOrder
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end
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function this.SetMyRank()
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if myrank and myrank > 0 then
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this.myRank:SetActive(true)
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this.myRankNum.text = Language[10103]..myrank
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else
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this.myRank:SetActive(false)
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end
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end
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--如果是竞技场的话显示下面一堆的东西
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function this.RefreshMyInfo()
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local sortNumTabs = {}
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local rewardList = {}
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this.norank:SetActive(false)
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for i = 1, 4 do
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sortNumTabs[i] = Util.GetGameObject(this.myInfo, "sortNum/sortNum ("..i..")")
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sortNumTabs[i]:SetActive(false)
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end
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if myrank and myrank > 0 then
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if myrank < 4 then
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sortNumTabs[myrank]:SetActive(true)
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else
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sortNumTabs[4]:SetActive(true)
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = myrank
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end
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if not itemList2 then
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itemList2 = {}
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end
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for i = 1, #itemList2 do
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itemList2[i].gameObject:SetActive(false)
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end
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--获取奖励
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if curRankType == 3 then--竞技场
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for k,value in ConfigPairs(ConfigList[curRankType]) do
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if myrank <= 3 then
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if tabNum == 1 then
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rewardList = ConfigList[curRankType][myrank].DailyReward
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elseif tabNum == 2 then
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rewardList = ConfigList[curRankType][myrank].SeasonReward
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end
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elseif myrank > 3 then
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if myrank >= value.MinRank and myrank <= value.MaxRank then
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if tabNum == 1 then
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rewardList = value.DailyReward
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elseif tabNum == 2 then
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rewardList = value.SeasonReward
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end
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end
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end
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end
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elseif curRankType == 2 then--社稷大典排行
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local configList = {}
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configList = ConfigManager.GetAllConfigsDataByKey(ConfigName.GodSacrificeConfig,"RewardType",tabNum)
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for i = 1, #configList do
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if myrank <= 3 then
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rewardList = configList[myrank].RankingReward
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elseif myrank > 3 then
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if myrank >= configList[i].MinRank and myrank <= configList[i].MaxRank then
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rewardList = configList[i].RankingReward
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end
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end
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end
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elseif curRankType == 4 then--七界试炼
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for k,value in ConfigPairs(ConfigList[curRankType]) do
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if myrank <= 3 then
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rewardList = ConfigList[curRankType][myrank].RankingReward
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elseif myrank > 3 then
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if myrank >= value.MinRank and myrank <= value.MaxRank then
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rewardList = value.RankingReward
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end
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end
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end
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end
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--显示奖励
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for i = 1, #rewardList do
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if itemList2[i] then
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itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
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else
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itemList2[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(this.myInfo, "content").transform)
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itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
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end
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itemList2[i].gameObject:SetActive(true)
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end
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else
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this.norank:SetActive(true)
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this.norank:GetComponent("Text").text = Language[10036]
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end
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end
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function this.ShowRewardInfo()
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RewardList = {}
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if curRankType == 1 then--活动类的排行榜
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for _, configInfo in ConfigPairs(RewardConfig) do
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if configInfo.ActivityId == ActivityId then
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table.insert(RewardList,configInfo)
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end
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end
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this.ScrollView:SetData(RewardList, function (index, go)
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this.ActivityRewardSingleShow(go, RewardList[index],index)
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end)
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elseif curRankType == 3 or curRankType == 4 then--非活动类的排行榜(竞技场)
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for _, configInfo in ConfigPairs(RewardConfig) do
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table.insert(RewardList,configInfo)
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end
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this.ScrollView:SetData(RewardList, function (index, go)
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this.ActivityRewardSingleShow(go, RewardList[index],index)
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end)
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elseif curRankType == 2 then--设计大典
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local configList = {}
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configList = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.GodSacrificeConfig,"ActivityId",ActivityId,"RewardType",tabNum)
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this.ScrollView:SetData(configList, function (index, go)
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this.ActivityRewardSingleShow(go, configList[index],index)
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end)
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end
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end
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--一般奖励-单列
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function this.ActivityRewardSingleShow(activityRewardGo,rewardData,index)
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local sortNumTabs = {}
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for i = 1, 4 do
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sortNumTabs[i] = Util.GetGameObject(activityRewardGo, "sortNum/sortNum ("..i..")")
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sortNumTabs[i]:SetActive(false)
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end
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if rewardData.MaxRank == rewardData.MinRank then
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if rewardData.MinRank < 4 then
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sortNumTabs[ rewardData.MaxRank]:SetActive(true)
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else
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sortNumTabs[4]:SetActive(true)
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = rewardData.MinRank
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end
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else
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sortNumTabs[4]:SetActive(true)
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if rewardData.MaxRank > 100 then
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text =rewardData.MinRank-1 .."+"
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else
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text =rewardData.MinRank .."-".. rewardData.MaxRank
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end
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end
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if not itemList[activityRewardGo.name] then
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itemList[activityRewardGo.name] = {}
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end
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for i = 1, #itemList[activityRewardGo.name] do
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itemList[activityRewardGo.name][i].gameObject:SetActive(false)
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end
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if curRankType == 3 then--判断是否是竞技场
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if tabNum == 1 then
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for i = 1, #rewardData.DailyReward do
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if itemList[activityRewardGo.name][i] then
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.DailyReward[i], 0.75,false,false,false,sorting)
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else
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itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.DailyReward[i], 0.75,false,false,false,sorting)
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end
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itemList[activityRewardGo.name][i].gameObject:SetActive(true)
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end
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elseif tabNum == 2 then
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for i = 1, #rewardData.SeasonReward do
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if itemList[activityRewardGo.name][i] then
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.SeasonReward[i], 0.75,false,false,false,sorting)
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else
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itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.SeasonReward[i], 0.75,false,false,false,sorting)
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end
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itemList[activityRewardGo.name][i].gameObject:SetActive(true)
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end
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end
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else
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for i = 1, #rewardData.RankingReward do
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if itemList[activityRewardGo.name][i] then
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.RankingReward[i], 0.75,false,false,false,sorting)
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else
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itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.RankingReward[i], 0.75,false,false,false,sorting)
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end
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itemList[activityRewardGo.name][i].gameObject:SetActive(true)
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end
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end
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end
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--界面关闭时调用(用于子类重写)
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function GeneralRankRewardPanel:OnClose()
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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 GeneralRankRewardPanel:OnDestroy()
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this.spLoader:Destroy()
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itemList = {}
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itemList2 = {}
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end
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return GeneralRankRewardPanel |