158 lines
6.1 KiB
Lua
158 lines
6.1 KiB
Lua
local this = {}
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local parent
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local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
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local data = {}
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local listPre = {}
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local itemPreList = {}
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local curtimes = 0
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local intervalDatas={}
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local curActivityId = 0
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local curActivityType = 0
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local singleRecruit = nil
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local tenRecruit = nil
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local sortingOrder = 0
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function this:InitComponent(gameObject)
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this.itemGrid = Util.GetGameObject(gameObject, "itemGrid")
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this.itemPre = Util.GetGameObject(gameObject, "itemprefab")
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this.slider = Util.GetGameObject(gameObject, "Background/Fill"):GetComponent("Image")
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this.sliderWidth = Util.GetGameObject(gameObject, "Background"):GetComponent("RectTransform").sizeDelta.x
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this.curtimes = Util.GetGameObject(gameObject, "tip1"):GetComponent("Text")
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:BindEvent()
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end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local _args = {...}
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curActivityType = _args[1]
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curActivityId = _args[2]
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local heroId=_args[3]
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--不知道干什么用的,下面没引用 注释了 by 王振兴 2021/5/27 心愿祈福活动修改
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-- local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",curActivityId)
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-- singleRecruit = array[1]
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-- tenRecruit = array[2]
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-- local maxtimesId = lotterySetting[singleRecruit.Id].MaxTimes
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curtimes = OperatingManager.TimeLimitedTimes
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local reward=nil
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data = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig, "ActivityId", curActivityId)
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local wishConfig=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId", curActivityId)
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if wishConfig then
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LogError("curActivityId=="..curActivityId.." heroId=="..heroId)
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for i = 1,#wishConfig.UpList do
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if wishConfig.UpList[i][1]==heroId then
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reward=wishConfig.RewardList[i]
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end
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end
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--替换奖励数据
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for i = 1, #data do
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data[i].Reward[1][1]=reward[i]
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end
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end
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this:RefreshRewarid()
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this.curtimes.text = "当前已招募次数:" .. curtimes
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this.slider.fillAmount = this:CalculateInterval(curtimes)
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end
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function this:RefreshRewarid()
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local tmp = 0
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--间隔的总次数 比如:30 60 120 210 300 count=(60-30)+ (120 - 60)+ (210 - 120)+ (300 - 210)= 300 - 30 =270
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local count = 0
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-- for n,m in ipairs(data) do
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-- if n~=1 then
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-- count = count + m.Values[1][1]-tmp
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-- end
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-- tmp = m.Values[1][1]
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-- --this.slider.fillAmount = curtimes / m.Values[1][1]
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-- end
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count = data[#data].Values[1][1]
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tmp = 0
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local position = 0
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local width = this.itemPre:GetComponent("RectTransform").sizeDelta.x
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local interval = this.itemGrid:GetComponent("RectTransform").sizeDelta.x - (width * #data)
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if (not listPre) then
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listPre = {}
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end
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if (not itemPreList) then
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itemPreList = {}
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end
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local index = 1
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for n, m in ipairs(data) do
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if m then
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if not listPre[n] then
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listPre[n] = newObjToParent(this.itemPre, this.itemGrid)
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end
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listPre[n].gameObject:SetActive(true)
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if not itemPreList[n] then
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itemPreList[n] = SubUIManager.Open(SubUIConfig.ItemView, listPre[n].transform)
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end
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itemPreList[n]:OnOpen(false, {m.Reward[1][1], m.Reward[1][2]}, 1.1, true,false,false,sortingOrder)
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itemPreList[n].gameObject:SetActive(true)
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Util.GetGameObject(listPre[n].gameObject, "progress"):GetComponent("Text").text = m.Values[1][1]
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local tempinterval = (m.Values[1][1] - tmp) / count * interval
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if n == 1 then
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position = tempinterval
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else
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position = tempinterval + width + position
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end
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--LogBlue("position:"..position)
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listPre[n].transform:GetComponent("RectTransform").anchoredPosition3D = Vector3.New(position, 0, 0)
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--LogBlue(string.format("%.2f", (position + width)/(2*this.sliderWidth)))
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intervalDatas[index] =tonumber(string.format("%.2f", (position + width / 2) / this.sliderWidth))
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index = index + 1
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tmp = m.Values[1][1]
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end
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end
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end
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function this:CalculateInterval(count)
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local width = this.itemPre.transform:GetComponent("RectTransform").sizeDelta.x
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if not data or #data < 1 then
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data = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig, "ActivityId", curActivityId)
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end
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local interval = 0
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if count >= data[5].Values[1][1] then
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interval = intervalDatas[5] + (curtimes - data[5].Values[1][1]) * (1-intervalDatas[5])/(500-data[5].Values[1][1])
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if interval > 1 then
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interval = 1
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end
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elseif count >= data[4].Values[1][1] then
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interval = intervalDatas[4] +(count - data[4].Values[1][1]) * (intervalDatas[5] - intervalDatas[4]) / (data[5].Values[1][1] - data[4].Values[1][1])
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elseif count >= data[3].Values[1][1] then
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interval = intervalDatas[3] + (count - data[3].Values[1][1]) * (intervalDatas[4] - intervalDatas[3]) / (data[4].Values[1][1] - data[3].Values[1][1])
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elseif count >= data[2].Values[1][1] then
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interval = intervalDatas[2] + (count - data[2].Values[1][1]) * (intervalDatas[3] - intervalDatas[2]) / (data[3].Values[1][1] - data[2].Values[1][1])
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elseif count >= data[1].Values[1][1] then
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interval = intervalDatas[1] + (count - data[1].Values[1][1]) * (intervalDatas[2] - intervalDatas[1]) / (data[2].Values[1][1] - data[1].Values[1][1])
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else
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interval = count * intervalDatas[1] / data[1].Values[1][1]
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end
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return interval
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end
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function this:OnClose()
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for k,v in ipairs(itemPreList) do
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SubUIManager.Close(v)
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end
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itemPreList = {}
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end
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function this:OnDestroy()
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for k,v in ipairs(itemPreList) do
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SubUIManager.Close(v)
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end
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itemPreList = {}
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listPre = {}--item重复利用
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end
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return this |