442 lines
16 KiB
Lua
442 lines
16 KiB
Lua
require("Base/BasePanel")
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local MainShopPanel = Inherit(BasePanel)
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local this = MainShopPanel
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local _Tab2Sprite = {default = "Btn_hz_tongyong_002", select = "Btn_hz_tongyong_001", lock = "s_shop_qieye_1"}
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local _Tab2FontColor = { default = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
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lock = Color.New(255 / 255, 255 / 255, 255 / 255, 1),
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select = Color.New(255 / 255, 255 / 255, 255 / 255, 1) }
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local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig)
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local _ShopPage = {
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[SHOP_PAGE.RECHARGE] = { -- 充值
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default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31",
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rpType = RedPointType.Shop_Page_Recharge,name="充值商店"
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},
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[SHOP_PAGE.GENERAL] = { -- 杂货
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default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",
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rpType = RedPointType.Shop_Page_General,name="杂货商店"
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},
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[SHOP_PAGE.COIN] ={ -- 代币
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default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33",
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rpType = RedPointType.Shop_Page_Coin,name="代币商店"
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},
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[SHOP_PAGE.PLAY] = { -- 玩法
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default = "UI_hz_gonghui_34", lock = "UI_hz_gonghui_34", select = "UI_hz_gonghui_34",
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rpType = RedPointType.Shop_Page_Play,name="玩法商店"
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},
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[SHOP_PAGE.EXCHANGE] = { -- 兑换
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default = "UI_hz_gonghui_31", lock = "UI_hz_gonghui_31", select = "UI_hz_gonghui_31",name="兑换商店"
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},
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[SHOP_PAGE.JUMPSERVER] = { -- 云游
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default = "UI_hz_gonghui_32", lock = "UI_hz_gonghui_32", select = "UI_hz_gonghui_32",
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rpType = RedPointType.Shop_Page_Roam,name="推进城"
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},
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[SHOP_PAGE.YUANSHEN] = { -- 元神
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default = "UI_hz_gonghui_33", lock = "UI_hz_gonghui_33", select = "UI_hz_gonghui_33",name="元神商店"
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},
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}
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this._MainShopPageList = {}
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this._MainShopTypeList = {}
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--初始化组件(用于子类重写)
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function MainShopPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.tabbox = Util.GetGameObject(self.gameObject, "tabbox")
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this.tabbox2 = Util.GetGameObject(self.gameObject, "tabbox2")
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this.tabbox2Content = Util.GetGameObject(self.gameObject, "tabbox2/box")
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this.btnBack = Util.GetGameObject(self.gameObject, "rightUp/btnBack")
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this.content = Util.GetGameObject(self.gameObject, "content")
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this.bg = {}
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this.bg[1] = Util.GetGameObject(self.gameObject, "bg1")
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this.bg[2] = Util.GetGameObject(self.gameObject, "bg2")
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this.bg[3] = Util.GetGameObject(self.gameObject, "bg3")
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-- 显示特权信息
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this.vipInfoPart = Util.GetGameObject(self.gameObject, "VipInfoPart")
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this.vipChargeRoot = Util.GetGameObject(this.vipInfoPart, "textGrid")
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this.chargeNum = Util.GetGameObject(this.vipInfoPart, "textGrid/num"):GetComponent("Text")
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this.moneyIcon = Util.GetGameObject(this.vipInfoPart, "textGrid/icon/Image"):GetComponent("Image")
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this.vipLevelTip = Util.GetGameObject(this.vipInfoPart, "textGrid/end"):GetComponent("Text")
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this.vipIconLevel = Util.GetGameObject(this.vipInfoPart, "vipIcon/num"):GetComponent("Text")
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this.vipHeroStar = Util.GetGameObject(this.vipInfoPart, "reward/Text"):GetComponent("Image")
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-- 进度
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this.vipProgress = Util.GetGameObject(this.vipInfoPart, "Slider/fill"):GetComponent("Image")
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this.vipDetailBtn = Util.GetGameObject(this.vipInfoPart, "btnDetail")
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this.progressText = Util.GetGameObject(this.vipInfoPart, "Slider/value"):GetComponent("Text")
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this.vipRedPoint = Util.GetGameObject(this.vipDetailBtn, "redPoint")
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BindRedPointObject(RedPointType.VIP_SHOP_DETAIL, this.vipRedPoint)
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-- 上部货币显示
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})
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end
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--绑定事件(用于子类重写)
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function MainShopPanel:BindEvent()
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-- 初始化Tab管理器
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this.PageTabCtrl = TabBox.New()
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this.PageTabCtrl:SetTabAdapter(this.PageTabAdapter)
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this.PageTabCtrl:SetTabIsLockCheck(this.PageTabIsLockCheck)
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this.PageTabCtrl:SetChangeTabCallBack(this.OnPageTabChange)
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this.ShopTabCtrl = TabBox.New()
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this.ShopTabCtrl:SetTabAdapter(this.ShopTabAdapter)
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this.ShopTabCtrl:SetTabIsLockCheck(this.ShopTabIsLockCheck)
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this.ShopTabCtrl:SetChangeTabCallBack(this.OnShopTabChange)
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-- 关闭界面打开主城
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Util.AddClick(this.btnBack, function()
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ShopManager.SetSelectIndex(0,{})
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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--UIManager.OpenPanel(UIName.MainPanel)
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this:ClosePanel()
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end)
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-- 打开特权详情
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Util.AddClick(this.vipDetailBtn, function ()
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UIManager.OpenPanel(UIName.VipPanelV2)
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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 MainShopPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, this.SetVipPartInfo)
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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 MainShopPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, this.SetVipPartInfo)
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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 MainShopPanel:OnOpen(chooseShopType)
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-- 音效
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SoundManager.PlayMusic(SoundConfig.BGM_Shop)
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-- 初始化tab数据
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this._MainShopPageList = ShopManager.GetMainShopPageList()
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this.PageTabCtrl:Init(this.tabbox, this._MainShopPageList)
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-- 从主界面打开,跳转到有免费物品的商店
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--if isMain then
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-- chooseShopType = ShopManager.GetMainShopFreeShop()
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--end
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-- 检测默认打开
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chooseShopType = chooseShopType or SHOP_TYPE.SOUL_STONE_SHOP -- 默认打开魂晶商店
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if not ShopManager.IsActive(chooseShopType) then
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PopupTipPanel.ShowTip(Language[11886])
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chooseShopType = SHOP_TYPE.SOUL_STONE_SHOP --商店未激活,打开充值商店
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end
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-- 获取默认页index
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local shopPage = ShopManager.GetShopPageByShopType(chooseShopType)
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for pageIndex, page in ipairs(this._MainShopPageList) do
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if page == shopPage then
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this._ChoosePageIndex = pageIndex
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break
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end
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end
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-- 获取默认商店index
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local shopTypeList = ShopManager.GetMainPageShopTypeList(shopPage)
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for shopIndex, shopType in ipairs(shopTypeList) do
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if shopType == chooseShopType then
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this._ChooseShopIndex = shopIndex
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break
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end
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end
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assert(this._ChoosePageIndex and this._ChooseShopIndex, Language[11887])
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end
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-- 打开,重新打开时回调
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function MainShopPanel:OnShow()
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-- 判断是否要打开选择的界面
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if this._ChoosePageIndex and this._ChooseShopIndex then
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-- 打开选择page
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if this.PageTabCtrl and this._ChoosePageIndex ~= this._CurPageIndex then
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this.PageTabCtrl:ChangeTab(this._ChoosePageIndex)
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end
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this._ChoosePageIndex = nil
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-- 打开选择的shop
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if this.ShopTabCtrl and this._ChooseShopIndex ~= this._CurShopIndex then
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this.ShopTabCtrl:ChangeTab(this._ChooseShopIndex)
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end
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this._ChooseShopIndex = nil
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else
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local shopType = this._MainShopTypeList[this._CurShopIndex]
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this.shopView:ShowShop(shopType,this.sortingOrder)
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end
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end
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-- 层级变化时,子界面层级刷新
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function MainShopPanel:OnSortingOrderChange()
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if this.shopView then
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this.shopView:SetSortLayer(self.sortingOrder)
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end
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end
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----==========================一级页签相关===========================================
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-- tab按钮自定义显示设置
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function this.PageTabAdapter(tab, index, status)
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local img = Util.GetGameObject(tab, "img"):GetComponent("Image")
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local lock = Util.GetGameObject(tab, "lock")
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local redpot = Util.GetGameObject(tab, "redpot")
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local select = Util.GetGameObject(tab, "select")
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local Text=Util.GetGameObject(tab,"Text"):GetComponent("Text")
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local page = this._MainShopPageList[index]
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img.sprite = this.spLoader:LoadSprite(_ShopPage[page][status])
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local islock = status == "lock"
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select:SetActive(status=="select")
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Util.SetGray(img.gameObject, islock)
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lock:SetActive(islock)
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Text.text = GetLanguageStrById(_ShopPage[page]["name"])
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-- 判断是否需要检测红点
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redpot:SetActive(false)
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if not islock then
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this.ClearPageRedpot(page)
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this.BindPageRedpot(page, redpot)
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end
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end
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-- tab可用性检测
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function this.PageTabIsLockCheck(index)
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local page = this._MainShopPageList[index]
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local isActive, errorTip = ShopManager.IsPageActive(page)
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if not isActive then
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if page == SHOP_PAGE.ROAM then
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errorTip = Language[11888]
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elseif page == SHOP_PAGE.EXCHANGE then
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errorTip = Language[11889]
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end
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errorTip = errorTip or Language[10574]
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return true, errorTip
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end
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return false
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end
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-- tab改变事件
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function this.OnPageTabChange(index, lastIndex)
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this._CurPageIndex = index
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-- 清除tab绑定的红点
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this.ClearTabRedpot()
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-- 刷新tab数据
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local page = this._MainShopPageList[index]
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this._MainShopTypeList = ShopManager.GetMainPageShopTypeList(page)
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this.ShopTabCtrl:Init(this.tabbox2, this._MainShopTypeList)
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-- 默认打开第一个商店
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if this.ShopTabCtrl then
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this._CurShopIndex = nil
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if this._ChooseShopIndex then
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this.ShopTabCtrl:ChangeTab(this._ChooseShopIndex or 1)
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else
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this.ShopTabCtrl:ChangeTab(this.GetAvailableChildShopIndex() or 1)
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end
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end
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-- 二级页签只有一个的时候不显示
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this.tabbox2:SetActive(#this._MainShopTypeList > 1)
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-- 初始化位置
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local contentWidth = GetPreferredWidth(this.tabbox2Content.transform)--LayoutUtility.GetPreferredWidth(this.tabbox2Content.transform)
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local curPos = this.tabbox2Content.transform.localPosition
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this.tabbox2Content.transform.localPosition = Vector3.New(contentWidth/2, curPos.y, curPos.z)
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end
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-- 获取当前大页签下可用的小页签的序号
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function this.GetAvailableChildShopIndex()
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for index, shopType in ipairs(this._MainShopTypeList) do
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local isActive, errorTip = ShopManager.IsActive(shopType)
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if isActive then
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return index
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end
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end
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end
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----==========================二级页签相关===========================================
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-- tab按钮自定义显示设置
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function this.ShopTabAdapter(tab, index, status)
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local img = Util.GetGameObject(tab, "Img"):GetComponent("Image")
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local name = Util.GetGameObject(tab, "Text"):GetComponent("Text")
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local redpot = Util.GetGameObject(tab, "redpot")
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img.sprite = this.spLoader:LoadSprite(_Tab2Sprite[status])
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local shopType = this._MainShopTypeList[index]
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local shopInfo = ShopManager.GetShopInfoByType(shopType)
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name.text = GetLanguageStrById(shopInfo.Name)
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name.color = _Tab2FontColor[status]
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local islock = status == "lock"
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Util.SetGray(tab, islock)
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-- 判断是否需要检测红点
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redpot:SetActive(false)
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if not islock then
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this.ClearTabRedpot(shopType)
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this.BindTabRedpot(shopType, redpot)
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end
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end
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-- tab可用性检测
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function this.ShopTabIsLockCheck(index)
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local shopType = this._MainShopTypeList[index]
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local isActive, errorTip = ShopManager.IsActive(shopType)
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if not isActive then
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if shopType == SHOP_TYPE.ROAM_SHOP then
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errorTip = Language[11890]
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end
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errorTip = errorTip or Language[10574]
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return true, errorTip
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end
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return false
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end
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-- tab改变事件
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function this.OnShopTabChange(index, lastIndex)
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if this._CurShopIndex == index then return end
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this._CurShopIndex = index
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local shopType = this._MainShopTypeList[index]
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if not this.shopView then
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this.shopView = SubUIManager.Open(SubUIConfig.ShopView, this.content.transform)
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-- 修改商品栏的位置
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this.shopView:SetItemContentPosition(Vector3.New(0, 710, 0))
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end
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this.shopView:ShowShop(shopType,this.sortingOrder)
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-- 获取配置
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local shopId = ShopManager.GetShopDataByType(shopType).id
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-- LogRed(shopId)
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local config = _ShopTypeConfig[shopId]
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-- 背景
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-- for index, bg in pairs(this.bg) do
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-- bg:SetActive(index == config.BgType)
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-- end
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this.bg[1]:GetComponent("Image").sprite = this.spLoader:LoadSprite(config.BgName)
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if shopType == SHOP_TYPE.SOUL_STONE_SHOP then
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this.SetVipPartInfo()
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else
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this.vipInfoPart:SetActive(false)
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end
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--SHOP_TYPE.SOUL_STONE_SHOP
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-- 判断是否要动态加载秘盒商店背景立绘
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--if config.BgType == 3 and not this.Bg3Live then
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-- this.Bg3Live = poolManager:LoadLive("live2d_mihe", this.bg[3].transform, Vector3.one, Vector3.New(0, 196, 0))
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--end
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-- 货币界面
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = config.ResourcesBar })
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end
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-- 绑定数据
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local _PageBindData = {}
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local _TabBindData = {}
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function this.BindPageRedpot(page, redpot)
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local rpType = _ShopPage[page].rpType
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if not rpType then return end
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BindRedPointObject(rpType, redpot)
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_PageBindData[rpType] = redpot
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end
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function this.ClearPageRedpot(page)
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-- 清除红点绑定
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if page then -- 清除某个
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local rpType = _ShopPage[page].rpType
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if not rpType then return end
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ClearRedPointObject(rpType, _PageBindData[rpType])
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_PageBindData[rpType] = nil
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else -- 全部清除
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for rpt, redpot in pairs(_PageBindData) do
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ClearRedPointObject(rpt, redpot)
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end
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_PageBindData = {}
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end
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end
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-- 获取商店小页签的红点类型
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function this.GetTabRPType(shopType)
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local rpType = nil
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if shopType == SHOP_TYPE.GENERAL_SHOP then
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rpType = RedPointType.Shop_Tab_General
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elseif shopType == SHOP_TYPE.SOUL_PRINT_SHOP then
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rpType = RedPointType.Shop_Tab_Soul
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elseif shopType == SHOP_TYPE.SECRET_BOX_SHOP then
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rpType = RedPointType.Shop_Tab_Secret
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elseif shopType == SHOP_TYPE.ARENA_SHOP then
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rpType = RedPointType.Shop_Tab_Arena
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elseif shopType == SHOP_TYPE.ROAM_SHOP then
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rpType = RedPointType.Shop_Tab_Roam
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elseif shopType == SHOP_TYPE.GUILD_SHOP then
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rpType = RedPointType.Shop_Tab_Guild
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elseif shopType == SHOP_TYPE.GodPrint then
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rpType = RedPointType.Shop_Tab_God
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end
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return rpType
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end
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--- 绑定红点
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function this.BindTabRedpot(shopType, redpot)
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local rpType = this.GetTabRPType(shopType)
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if not rpType then return end
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BindRedPointObject(rpType, redpot)
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_TabBindData[rpType] = redpot
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end
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--- 清除红点
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function this.ClearTabRedpot(shopType)
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-- 清除红点绑定
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if shopType then -- 清除某个
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local rpType = this.GetTabRPType(shopType)
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if not rpType then return end
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ClearRedPointObject(rpType, _TabBindData[rpType])
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_TabBindData[rpType] = nil
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else -- 全部清除
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for rpt, redpot in pairs(_TabBindData) do
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ClearRedPointObject(rpt, redpot)
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end
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_TabBindData = {}
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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 MainShopPanel: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 MainShopPanel:OnDestroy()
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this.spLoader:Destroy()
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-- 销毁shopview
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if this.shopView then
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SubUIManager.Close(this.shopView)
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this.shopView = nil
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end
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SubUIManager.Close(this.UpView)
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-- 清除红点
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this.ClearPageRedpot()
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this.ClearTabRedpot()
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ClearRedPointObject(RedPointType.VIP_SHOP_DETAIL, this.vipRedPoint)
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--if this.Bg3Live then
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-- poolManager:UnLoadLive("live2d_mihe", this.Bg3Live)
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-- this.Bg3Live = nil
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--end
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end
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-- 设置特权面板数据
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function this.SetVipPartInfo()
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local isMe = this._MainShopTypeList[this._CurShopIndex] == SHOP_TYPE.SOUL_STONE_SHOP
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this.vipInfoPart:SetActive(isMe)
|
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local need, nextLevelNeed = VipManager.GetNextLevelNeed()
|
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--this.vipChargeRoot:SetActive(need > 0)
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this.chargeNum.text = need
|
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this.moneyIcon.sprite = SetIcon(this.spLoader, 15)
|
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local nextLevel = VipManager.GetVipLevel() + 1
|
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nextLevel = nextLevel > VipManager.GetMaxVipLevel() and VipManager.GetMaxVipLevel() or nextLevel
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|
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this.vipLevelTip.text = nextLevel
|
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this.vipIconLevel.text = VipManager.GetVipLevel()
|
|
this.vipHeroStar.sprite = this.spLoader:LoadSprite(VIP_LEVEL_REWARD[nextLevel])
|
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this.vipProgress.fillAmount = VipManager.GetChargedNum() / nextLevelNeed
|
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this.progressText.text = VipManager.GetChargedNum() .. "/" .. nextLevelNeed
|
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end
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return MainShopPanel
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