miduo_client/Assets/ManagedResources/~Lua/Modules/Expert/Expert.lua

291 lines
13 KiB
Lua

local Expert = quick_class("Expert")
local this = Expert
local expertRewardGrid = {}--七种达人 + 周卡 限时兑换
local expertRewardItemsGrid = {}
local expertRewardTabs = {}
local activeIndext = 0
local titleImageSprites = {[10]="x_xianshihuodong_jishudarenbanner_zh",[11]="r_daren_jingji_zh",[9]="r_daren_banner_01_zh",[12]="r_daren_zhuangbei_zh",[13]="x_xianshihuodong_dianjindarenbanner_zh",--"r_daren_dianjing",
[14]="r_daren_fuben_zh",[15]="r_daren_fuben_zh",[16]="r_daren_fabao_01_zh",[17]="r_daren_hunyin_01_zh",[7]="r_huodong_leiji_zh",
[19]="r_daren_xubao3",[20]="r_daren_tanbao_zh",[21]="r_daren_zhengmu_zh",[22]="r_daren_mibao_zh",[26]="g_gonghui_banner_zh",[27]="s_senluohuanjing_banner_zh"}
function Expert:ctor(mainPanel, gameObject)
self.mainPanel = mainPanel
self.gameObject = gameObject
self:InitComponent(gameObject)
self:BindEvent()
end
local isPlayshow = true
--初始化组件(用于子类重写)
function Expert:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.rewardBtn = Util.GetGameObject(gameObject, "rewardBtn")
this.sortBtn = Util.GetGameObject(gameObject, "sortBtn")
this.timeTextExpertgo = Util.GetGameObject(gameObject, "timeText")
this.timeTextExpert = Util.GetGameObject(gameObject, "timeText"):GetComponent("Text")
this.titleImageExpert1 = Util.GetGameObject(gameObject, "Image")
this.titleImageExpert2 = Util.GetGameObject(gameObject, "Image2")
this.xunbaoTextImage = Util.GetGameObject(gameObject, "xunbaoTextImage")
this.titleTextExpert = Util.GetGameObject(gameObject, "Image/Text")
this.titleTextExpert2 = Util.GetGameObject(gameObject, "Image2/Text")
this.titleTextExpert2Go = Util.GetGameObject(gameObject, "Image2")
this.titleBg = Util.GetGameObject(gameObject, "titleBg"):GetComponent("Image")
this.expertRewardGridGo = Util.GetGameObject(gameObject, "rect/rect (1)/grid")
for i = 1, 10 do
expertRewardGrid[i] = Util.GetGameObject(gameObject, "rect/rect (1)/grid/rewardPre ("..i..")")
local curexpertRewardItemsGri = {}
for j = 1, 4 do
curexpertRewardItemsGri[j] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(expertRewardGrid[i], "content").transform)
end
expertRewardItemsGrid[i] = curexpertRewardItemsGri
end
this.HelpBtn = Util.GetGameObject(self.gameObject,"helpBtn")
this.helpPosition=this.HelpBtn:GetComponent("RectTransform").localPosition
end
--绑定事件(用于子类重写)
function Expert:BindEvent()
Util.AddClick(this.rewardBtn, function()
local activityId = ActivityGiftManager.IsActivityTypeOpen(numExChange[activeIndext])
UIManager.OpenPanel(UIName.ExpertRewardSortPanel,activityId,2,activeIndext)
end)
end
--添加事件监听(用于子类重写)
function Expert:AddListener()
end
--移除事件监听(用于子类重写)
function Expert:RemoveListener()
end
local sortingOrder = 0
--界面打开时调用(用于子类重写)
function Expert:OnOpen()
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function Expert:OnShow(index,_sortingOrder)
sortingOrder = _sortingOrder
isPlayshow = true
this:OnShowData(index)
end
function Expert:OnSortingOrderChange(cursortingOrder)
for i, v in pairs(expertRewardItemsGrid) do
for j = 1, #v do
v[j]:SetEffectLayer(cursortingOrder)
end
end
end
function Expert:OnShowData(index)
activeIndext = index
local index=index
self.rewardBtn:SetActive(false)
self.sortBtn:SetActive(false)
--local globalActive = ConfigManager.GetConfigData(ConfigName.GlobalActivity,numExChange[activeIndext] )
local globalActive = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActivityGiftManager.GetOpenExpertIdByActivityType(numExChange[activeIndext] ))
if globalActive and globalActive.OpenRanking == 1 then
this.rewardBtn:SetActive(true)
this.sortBtn:SetActive(true)
Util.AddOnceClick(this.sortBtn, function()
--LogGreen("index "..index)
if index == 13 then
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[5])
elseif index == 10 then
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[7])
elseif index == 19 then
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[9])
elseif index == 26 then
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[10])
elseif index == 27 then
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[12])
end
end)
end
expertRewardTabs = ActivityGiftManager.GetActivityTypeInfo(numExChange[activeIndext])
self.titleBg.sprite = this.spLoader:LoadSprite(titleImageSprites[activeIndext])
for i = 1, math.max(#expertRewardTabs.mission, #expertRewardGrid) do
local go = expertRewardGrid[i]
if not go then
go = newObject(expertRewardGrid[1])
go.transform:SetParent(this.expertRewardGridGo.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
expertRewardGrid[i] = go
end
go.gameObject:SetActive(false)
end
this.titleTextExpert2Go:SetActive(false)
this.titleTextExpert:SetActive(false)
this.titleImageExpert1:SetActive(false)
this.titleImageExpert2:SetActive(false)
this.xunbaoTextImage:SetActive(false)
local conFigData = ConfigManager.GetConfigData(ConfigName.GlobalActivity,ActivityGiftManager.GetOpenExpertIdByActivityType(numExChange[index]))
if conFigData then
local ExpertDec = string.split(GetLanguageStrById(conFigData.ExpertDec), "#")
if conFigData.ExpertDec then
if numExChange[activeIndext] == ActivityTypeDef.AccumulativeRechargeExper then
this.titleImageExpert2:SetActive(true)
this.titleTextExpert2Go:SetActive(true)
this.titleTextExpert2:GetComponent("Text").text = ExpertDec[1]
this.titleTextExpert2:GetComponent("Text").fontSize = GetCurLanguage() ~= 2 and 33 or 25
elseif numExChange[activeIndext] == ActivityTypeDef.GoldExper then
elseif numExChange[activeIndext] == ActivityTypeDef.FindTreasureExper then
this.xunbaoTextImage:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_daren_xubao1_zh")
this.xunbaoTextImage:SetActive(true)
this.titleImageExpert1:SetActive(true)
this.titleTextExpert:SetActive(true)
this.titleTextExpert:GetComponent("Text").text = ExpertDec[1]
else
this.titleImageExpert1:SetActive(true)
this.titleTextExpert:SetActive(true)
this.titleTextExpert:GetComponent("Text").text = ExpertDec[1]
end
end
end
if numExChange[activeIndext] == ActivityTypeDef.AccumulativeRechargeExper then--今日累计充值特殊判断
PatFaceManager.RemainTimeDown(this.timeTextExpertgo,this.timeTextExpert,CalculateSecondsNowTo_N_OClock(0))
else
PatFaceManager.RemainTimeDown(this.timeTextExpertgo,this.timeTextExpert,expertRewardTabs.endTime - GetTimeStamp())
end
this:WarPowerRewardTabsChangState()
this:WarPowerRewardTabsSort(expertRewardTabs.mission)
local prefab = {}
for i = 1, #expertRewardTabs.mission do
this:ActivityRewardSingleShow(i,expertRewardTabs.mission[i])
if isPlayshow then
expertRewardGrid[i].gameObject:SetActive(false)
end
table.insert(prefab,expertRewardGrid[i])
end
if isPlayshow then
SecTorPlayAnim(prefab)
isPlayshow = false
end
if index == 26 then
this.HelpBtn:SetActive(true)
Util.AddOnceClick(this.HelpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Expert_Expedition,this.helpPosition.x,this.helpPosition.y)
end)
else
this.HelpBtn:SetActive(false)
end
end
function Expert:WarPowerRewardTabsChangState()
for i = 1, #expertRewardTabs.mission do
local conFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig,expertRewardTabs.mission[i].missionId)
local value = 0
--限时累计活动特殊数值读取处理
if numExChange[activeIndext] == ActivityTypeDef.AccumulativeRechargeExper then
value = conFigData.Values[1][1]
else
value = conFigData.Values[2][1]
end
if expertRewardTabs.mission[i].state == 0 then
if numExChange[activeIndext] == ActivityTypeDef.UpStarExper or numExChange[activeIndext] == ActivityTypeDef.Talisman
or numExChange[activeIndext] == ActivityTypeDef.SoulPrint or numExChange[activeIndext] == ActivityTypeDef.EquipExper
or numExChange[activeIndext] == ActivityTypeDef.FindTreasureExper or numExChange[activeIndext] == ActivityTypeDef.ExpeditionExper then--进阶因为每个都不一样 特殊判断
if expertRewardTabs.mission[i].progress < value then
expertRewardTabs.mission[i].state = 10
else
expertRewardTabs.mission[i].state = 0
end
else
if expertRewardTabs.value < value then
expertRewardTabs.mission[i].state = 10
else
expertRewardTabs.mission[i].state = 0
end
end
elseif expertRewardTabs.mission[i].state == 1 then
expertRewardTabs.mission[i].state = 20
end
end
end
function Expert:WarPowerRewardTabsSort(missions)
table.sort(missions,function(a,b)
if a.state < b.state then
return a.state < b.state
elseif a.state == b.state then
return a.missionId < b.missionId
end
end)
end
--活动奖励2
function Expert:ActivityRewardSingleShow(index,rewardData)
local activityRewardGo = expertRewardGrid[index]
activityRewardGo:SetActive(true)
local sConFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig,rewardData.missionId)
local titleText = Util.GetGameObject(activityRewardGo, "titleImage/titleText"):GetComponent("Text")
titleText.text = GetLanguageStrById(sConFigData.ContentsShow)
local content = Util.GetGameObject(activityRewardGo, "content")
for i = 1, math.max(#sConFigData.Reward, #expertRewardItemsGrid[index]) do
local go = expertRewardItemsGrid[index][i]
if not go then
go = SubUIManager.Open(SubUIConfig.ItemView, content.transform)
expertRewardItemsGrid[index][i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #sConFigData.Reward do
expertRewardItemsGrid[index][i].gameObject:SetActive(true)
expertRewardItemsGrid[index][i]:OnOpen(false,sConFigData.Reward[i],0.9,false,false,false,sortingOrder)
end
local lingquButton = Util.GetGameObject(activityRewardGo.gameObject, "lingquButton")
Util.GetGameObject(lingquButton.gameObject, "redPoint"):SetActive(false)
local qianwangButton = Util.GetGameObject(activityRewardGo.gameObject, "qianwangButton")
local getFinishText = Util.GetGameObject(activityRewardGo.gameObject, "getFinishText")
local getRewardProgress = Util.GetGameObject(activityRewardGo.gameObject, "getRewardProgress")
local state = rewardData.state
local value = 0
--限时累计活动特殊数值读取处理
if numExChange[activeIndext] == ActivityTypeDef.AccumulativeRechargeExper then
value = sConFigData.Values[1][1]
else
value = sConFigData.Values[2][1]
end
lingquButton:SetActive(state == 0)
qianwangButton:SetActive(state == 10)
getFinishText:SetActive(state == 20)
Util.SetGray(getFinishText,state == 20)
getRewardProgress:SetActive(state == 10)
Util.GetGameObject(lingquButton.gameObject, "redPoint"):SetActive(state == 0)
if numExChange[activeIndext] == ActivityTypeDef.UpStarExper or numExChange[activeIndext] == ActivityTypeDef.Talisman
or numExChange[activeIndext] == ActivityTypeDef.SoulPrint or numExChange[activeIndext] == ActivityTypeDef.EquipExper
or numExChange[activeIndext] == ActivityTypeDef.FindTreasureExper or numExChange[activeIndext] == ActivityTypeDef.ExpeditionExper then --进阶因为每个都不一样 特殊判断
getRewardProgress:GetComponent("Text").text = rewardData.progress .."/"..value
else
getRewardProgress:GetComponent("Text").text = expertRewardTabs.value .."/"..value
end
Util.AddOnceClick(qianwangButton, function()
JumpManager.GoJump(sConFigData.Jump[1])
end)
Util.AddOnceClick(lingquButton, function()
Log("达人领取奖励 "..rewardData.missionId.." "..expertRewardTabs.activityId)
NetManager.GetActivityRewardRequest(rewardData.missionId, expertRewardTabs.activityId, function(drop)
UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
this:OnShowData(activeIndext)
CheckRedPointStatus(RedPointType.Expert_FastExplore)
end)
end)
end)
end
--界面关闭时调用(用于子类重写)
function Expert:OnClose()
end
--界面销毁时调用(用于子类重写)
function Expert:OnDestroy()
this.spLoader:Destroy()
sortingOrder = 0
end
return Expert