miduo_client/Assets/ManagedResources/~Lua/Modules/XunBaoMiZong/XunBaoMiZongPanel.lua

163 lines
5.5 KiB
Lua

local XunBaoMiZong = {}
local CompleteMap = false
function XunBaoMiZong:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b, { __index = XunBaoMiZong })
return b
end
--初始化组件(用于子类重写)
function XunBaoMiZong:InitComponent()
self.content = Util.GetGameObject(self.gameObject,"Frame/Content")
self.timeText = Util.GetGameObject(self.content,"Time"):GetComponent("Text")
self.ImagePic = Util.GetGameObject(self.content,"ImagePic")
self.ImagePic3 = Util.GetGameObject(self.content,"ImagePic3")
self.mapList= {}
for i = 1, self.ImagePic.transform.childCount do
self.mapList[i] = self.ImagePic.transform:GetChild(i - 1).gameObject
end
self.tips = Util.GetGameObject(self.content,"Tips"):GetComponent("Text")
self.btnHelp = Util.GetGameObject(self.gameObject,"btnHelp")
self.helpPosition = self.btnHelp:GetComponent("RectTransform").localPosition
self.btnReward = Util.GetGameObject(self.gameObject,"Btns/btnReward")
self.btnShop = Util.GetGameObject(self.gameObject,"Btns/btnShop")
self.btnGO = Util.GetGameObject(self.gameObject,"btnGO")
self.effect = Util.GetGameObject(self.gameObject,"fx_xunbaomizong_ditujiesuo")
self.effect:SetActive(false)
end
--绑定事件(用于子类重写)
function XunBaoMiZong:BindEvent()
Util.AddOnceClick(self.btnHelp,function ()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.XunBaoMiZong,self.helpPosition.x,self.helpPosition.y)
end)
Util.AddOnceClick(self.btnReward,function ()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.XunBaoMiZong,self.actData)
end)
Util.AddOnceClick(self.btnShop,function ()
JumpManager.GoJump(40025)
end)
Util.AddOnceClick(self.btnGO,function ()
NetManager.XunBaoMiZongEnterMap(function (msg)
if msg.isEnter then
--判断进入地图时是否是完整地图,不是需要播放特效
self.btnGO:GetComponent("Button").interactable = false
if CompleteMap then
SoundManager.PlaySound("UI_Breach_01")
SwitchPanel.OpenPanel(UIName.XunBaoMiZongMapPanel,nil,self.actData)
else
SoundManager.PlaySound("UI_Breach_01")
self.effect:SetActive(true)
self.ImagePic3:SetActive(true)
Timer.New(function ()
SwitchPanel.OpenPanel(UIName.XunBaoMiZongMapPanel,nil,self.actData)
end,0.3):Start()
end
else
PopupTipPanel.ShowTip("宝图碎片不足,无法开启寻宝!")
end
end)
end)
end
--添加事件监听(用于子类重写)
function XunBaoMiZong:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.UpdateGoldVal, self)
end
--移除事件监听(用于子类重写)
function XunBaoMiZong:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.UpdateGoldVal, self)
end
function XunBaoMiZong:UpdateGoldVal()
self:Refresh()
end
function XunBaoMiZong:OnSortingOrderChange(_sortingOrder)
self.sortingOrder = _sortingOrder
end
--界面打开时调用(用于子类重写)
function XunBaoMiZong:OnOpen(_activityConfig,_index,parent)
self.actConfig = _activityConfig
self.pageIndex = _index
self.parent = parent
end
-- 打开,重新打开时回调
function XunBaoMiZong:OnShow(_sortingOrder)
self.gameObject:SetActive(true)
self.sortingOrder = _sortingOrder
Util.SetParticleSortLayer(self.effect, self.sortingOrder + 1)
self:Refresh()
self.btnGO:GetComponent("Button").interactable = true
end
--刷新
function XunBaoMiZong:Refresh()
self.actData = CommonActPageManager.GetData(ActivityTypeDef.XunBaoMiZong)
if self.actData.endTime - GetTimeStamp() <= 0 then self.parent:ClosePanel() end
CompleteMap = self.actData.value == 1
CheckRedPointStatus(RedPointType.XunBaoMiZong)
local configData = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"ActivityId",self.actData.activityId)
local itemNum = configData.CostItem[1]
self.clipNum = BagManager.GetTotalItemNum(itemNum[1])
self.tips.text = string.format("拥有宝图碎片:%s/%s",self.clipNum,itemNum[2])
self.ImagePic3:SetActive(self.actData.value == 1)
self.btnGO:SetActive(self.clipNum >= itemNum[2])
self:SetMap()
self:SetTime()
end
--设置拼图
function XunBaoMiZong:SetMap()
for i = 1, #self.mapList do
Util.SetGray(self.mapList[i],self.clipNum < i)
end
end
--设置时间
function XunBaoMiZong:SetTime()
if self.timer then
self.timer:Stop()
self.timer = nil
end
local time = self.actData.endTime - GetTimeStamp()
self.timeText.text = string.format("剩余时间:%s",TimeToFelaxible(time))
self.timer = Timer.New(function ()
if time <= 0 then
self:Refresh()
end
time = time - 1
self.timeText.text = string.format("剩余时间:%s",TimeToFelaxible(time))
end,1,-1)
self.timer:Start()
end
--界面关闭时调用(用于子类重写)
function XunBaoMiZong:OnClose()
self.gameObject:SetActive(false)
if self.timer then
self.timer:Stop()
self.timer = nil
end
end
--界面销毁时调用(用于子类重写)
function XunBaoMiZong:OnDestroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
self.mapList= {}
end
return XunBaoMiZong