261 lines
9.5 KiB
Lua
261 lines
9.5 KiB
Lua
require("Base/BasePanel")
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local DemonSlayerNewPanel = Inherit(BasePanel)
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local this = DemonSlayerNewPanel
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local sortingOrder = 0
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local actRankConfig = ConfigManager.GetConfig(ConfigName.ActivityRankingReward)
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local itemsGrid = {}--item重复利用
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local allRankData,myRankData
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local npcList={}
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local btnState={
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[1] = {Img = "Btn_hz_cheng_01",Text = "前 往"},
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[2] = {Img = "Btn_hz_cheng_01",Text = "领 取"},
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[3] = {Img = "Btn_hz_cheng_01",Text = "已领取"},
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}
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--初始化组件(用于子类重写)
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function DemonSlayerNewPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.gameObject,"BackBtn")
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this.helpBtn = Util.GetGameObject(self.gameObject,"HelpBtn")
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this.btnRank = Util.GetGameObject(self.gameObject,"RankList")
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this.timeText = Util.GetGameObject(self.gameObject, "rewardContent/time"):GetComponent("Text")
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this.pos = Util.GetGameObject(self.gameObject, "pos")
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this.textNum = Util.GetGameObject(self.gameObject, "rewardContent/textNum")
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this.tips = Util.GetGameObject(self.textNum, "Tips")
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this.obj = Util.GetGameObject(self.textNum, "Obj")
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this.nextLevel = Util.GetGameObject(self.obj, "num"):GetComponent("Text")
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this.itemPre = Util.GetGameObject(self.gameObject, "rewardContent/reward/itemPre")
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this.scrollItem = Util.GetGameObject(self.gameObject, "rewardContent/reward/grid")
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local rootHight = this.scrollItem.transform.rect.height
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local width = this.scrollItem.transform.rect.width
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollItem.transform,
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this.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0, 0))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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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 DemonSlayerNewPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.helpBtn, function()
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local pos = this.helpBtn.transform.localPosition
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UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.DemonSlayerNew, pos.x, pos.y)
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end)
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Util.AddClick(this.btnRank, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[4])
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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 DemonSlayerNewPanel: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 DemonSlayerNewPanel: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 DemonSlayerNewPanel:OnOpen()
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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 DemonSlayerNewPanel:OnShow()
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DemonSlayerNewPanel:Refresh(false)
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end
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function DemonSlayerNewPanel:Refresh(isAnim)
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local ActInfo = CommonActPageManager.GetData(ActivityTypeDef.DemonSlayerNew)
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CheckRedPointStatus(RedPointType.DemonSlayerNew)
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this.ActId = ActInfo.activityId
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DemonSlayerNewPanel:SetState(ActInfo)
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DemonSlayerNewPanel:SetRank(ActInfo)
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DemonSlayerNewPanel:OnShowData(ActInfo,isAnim)
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DemonSlayerNewPanel:SetTime(ActInfo)
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end
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function DemonSlayerNewPanel:SetRank(ActInfo)
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RankingManager.InitData(RANK_TYPE.MONSTER_RANK,function ()
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allRankData,myRankData = RankingManager.GetRankingInfo()
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self:SetPlayer()
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end)
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end
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function DemonSlayerNewPanel:SetPlayer()
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for i = 1, 3 do
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local item = Util.GetGameObject(this.pos,"pos"..i.."/name"):GetComponent("Text")
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local image = Util.GetGameObject(this.pos,"pos"..i.."/ren"):GetComponent("Image")
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local livePrefab = Util.GetGameObject(this.pos,"pos"..i.."/ren")
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if allRankData[i] then
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image.enabled = false
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item.text = allRankData[i].userName
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if npcList[i] then
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npcList[i]:OnClose()
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end
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local curPlayerLiveViewData = {
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skin = allRankData[i].userSkin,
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ride = allRankData[i].userMount,
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sex = allRankData[i].sex,
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designation = allRankData[i].userTitle
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}
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npcList[i] = PlayerLiveView:New(livePrefab.transform,2, curPlayerLiveViewData)
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if curPlayerLiveViewData.ride and curPlayerLiveViewData.ride > 0 then
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npcList[i]:OnOpen(GetPlayerRoleSingleConFig().Scale11,Vector3.New(0,-102.73,0),WALK_DIR.IDLE_LEFT)
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else
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npcList[i]:OnOpen(GetPlayerRoleSingleConFig().Scale11,Vector3.New(0,-102.73,0),WALK_DIR.IDLE_FRONT)
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end
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-- 获取向左时的偏移值
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local PlayerRoleConFig = ConfigManager.TryGetConfigData(ConfigName.PlayerRole, curPlayerLiveViewData.ride)
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if PlayerRoleConFig and PlayerRoleConFig.RideOffset and PlayerRoleConFig.RideOffset[3] then
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local offset = Vector3.New(0, 0, 0)
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offset.x = PlayerRoleConFig.RideOffset[3][1]
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offset.y = PlayerRoleConFig.RideOffset[3][2]
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npcList[i].transform.localPosition = Vector3.New(0, 122, 0) - offset * GetPlayerRoleSingleConFig().Scale11
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end
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else
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image.enabled = true
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item.text = Language[10423]
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end
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end
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end
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function DemonSlayerNewPanel:SetState(ActInfo)
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local extraTime = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActInfo.activityId).GapTime*86400
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local time1 = ActInfo.endTime - GetTimeStamp()
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local num = 0
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for i = 1, #ActInfo.rewards do
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num = ActInfo.rewards[i].otherData.Values[1][2] - ActInfo.rewards[i].progress
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if num > 0 then
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this.nextLevel.text = num
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break
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end
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end
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this.tips:SetActive(num <= 0)
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this.obj:SetActive(num > 0)
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end
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function DemonSlayerNewPanel:OnShowData(ActInfo,isAnim)
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this.ScrollView:SetData(ActInfo.rewards, function (index, go)
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DemonSlayerNewPanel:SingleDataShow(go, ActInfo.rewards[index],index)
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end,nil,isAnim)
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end
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function DemonSlayerNewPanel:SingleDataShow(pre,data,index)
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local btnGet = Util.GetGameObject(pre,"Button"):GetComponent("Image")
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local btnText = Util.GetGameObject(btnGet.gameObject,"Text"):GetComponent("Text")
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local level = Util.GetGameObject(pre,"Text"):GetComponent("Text")
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local rewards = Util.GetGameObject(pre,"rewards")
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local shows = data.otherData.Reward
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local progress = Util.GetGameObject(pre,"progress"):GetComponent("Text")
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progress.gameObject:SetActive(data.otherData.State == 1)
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progress.text = string.format("%s/%s",data.progress,data.otherData.Values[1][2])
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level.text = string.format("%s层",data.otherData.Values[1][2])
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btnGet.sprite = this.spLoader:LoadSprite(btnState[data.otherData.State].Img)
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btnText.text = btnState[data.otherData.State].Text
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--滚动条复用重设itemview
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if itemsGrid[pre] then
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for i = 1, 5 do
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itemsGrid[pre][i].gameObject:SetActive(false)
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end
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for i = 1, #shows do
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if itemsGrid[pre][i] then
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itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.8,false,false,false,self.sortingOrder)
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itemsGrid[pre][i].gameObject:SetActive(true)
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end
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end
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else
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itemsGrid[pre]={}
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for i = 1, 5 do
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itemsGrid[pre][i] = SubUIManager.Open(SubUIConfig.ItemView, rewards.transform)
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itemsGrid[pre][i].gameObject:SetActive(false)
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end
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for i = 1, #shows do
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itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.8,false,false,false,self.sortingOrder)
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itemsGrid[pre][i].gameObject:SetActive(true)
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end
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end
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Util.AddOnceClick(btnGet.gameObject,function ()
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if data.otherData.State == 1 then
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JumpManager.GoJump(1011)
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elseif data.otherData.State == 2 then
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NetManager.GetActivityRewardRequest(data.missionId,this.ActId,function (drop)
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UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1,function ()
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this:Refresh(true)
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end)
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end)
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end
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end)
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end
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function DemonSlayerNewPanel:SetTime(ActInfo)
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local extraTime = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActInfo.activityId).GapTime*86400
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--设置一进去的时间,不设置的话一进去会不对
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local time = ActInfo.endTime - GetTimeStamp() - extraTime
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local timeStr = "距活动结束:%s"
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if time > 3600 then
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this.timeText.text = string.format(timeStr,TimeToDHM(time))
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else
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this.timeText.text = string.format(timeStr,TimeToMS(time))
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end
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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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--计时器
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self.timer = Timer.New(function ()
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local time = ActInfo.endTime - GetTimeStamp() - extraTime
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if time > 3600 then
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this.timeText.text = string.format(timeStr,TimeToDHM(time))
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else
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this.timeText.text = string.format(timeStr,TimeToMS(time))
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end
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time = time -1
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if time <= 0 then
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DemonSlayerNewPanel:ClosePanel()
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end
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end,1,-1,true)
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self.timer: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 DemonSlayerNewPanel:OnClose()
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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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for i = 1, #npcList do
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npcList[i]:OnClose()
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end
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sortingOrder = 0
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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 DemonSlayerNewPanel:OnDestroy()
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this.spLoader:Destroy()
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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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sortingOrder = 0
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end
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return DemonSlayerNewPanel |