180 lines
5.6 KiB
Lua
180 lines
5.6 KiB
Lua
----- 易经宝库弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local curId = nil--当前已选择的物品的Id
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local ActData = {}
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local itemList = {}--克隆预制体列表
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local goList = {}--勾选按钮列表
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local itemIconList={}--ItemView的List
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local _args
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local func
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.itemPre = Util.GetGameObject(gameObject, "itemPre")
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this.ConfirmBtn = Util.GetGameObject(gameObject, "ConfirmBtn")
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this.Scroll = Util.GetGameObject(gameObject, "Scroll")
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local rootHight = this.Scroll.transform.rect.height
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local width = this.Scroll.transform.rect.width
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.Scroll.transform,
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this.itemPre, nil, Vector2.New(860, rootHight), 1, 2, 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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end
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function this:BindEvent()
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Util.AddClick(this.ConfirmBtn,function()
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if curId and curId ~= 0 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.YiJingBaoKuConfirm,curId,function()
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NetManager.SelectFinalRewardRequest(curId,ActData.activityId,function ()
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if func then
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func()
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end
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parent:ClosePanel()
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end)
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end)
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else
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PopupTipPanel.ShowTip(Language[10759])
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end
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end)
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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:OnShow(_parent,data)
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itemList={}
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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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_args = data
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ActData = _args[1]
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func = _args[2]
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this.titleText.text = Language[10760]
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curId = ActData.selectId or nil
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local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",ActData.curFinalPool)
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table.sort(RewardConfig, function(a, b)
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if a.FloorLimit == b.FloorLimit then
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return a.Id < b.Id
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end
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return a.FloorLimit < b.FloorLimit
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end)
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this.ScrollView:SetData(RewardConfig, function(index, go)
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this:SetSingleData(index,go, RewardConfig[index])
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end)
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end
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function this:SetSingleData(index,item,data)
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itemList[index] = item
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local icon = Util.GetGameObject(item,"icon")
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local name = Util.GetGameObject(item,"name"):GetComponent("Text")
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local num = Util.GetGameObject(item,"text"):GetComponent("Text")
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local limit1 = Util.GetGameObject(item,"limit1"):GetComponent("Text")
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local limit2 = Util.GetGameObject(item,"limit2"):GetComponent("Text")
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local select = Util.GetGameObject(item,"select")
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local go = Util.GetGameObject(item,"select/Go")
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goList[index] = go
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item:SetActive(true)
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if not itemIconList[item] then
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local view = SubUIManager.Open(SubUIConfig.ItemView, icon.transform)
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itemIconList[item] = view
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end
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itemIconList[item]:OnOpen(false,data.Reward,0.9,false)
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name.text = SubString2(GetLanguageStrById(itemConfig[data.Reward[1]].Name),10)
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--判断是否选了该物品
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if curId == data.Id then
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go:SetActive(true)
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else
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go:SetActive(false)
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end
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--选择一个物品
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Util.AddOnceClick(select,function()
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if go.gameObject.activeSelf then
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go:SetActive(false)
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curId = nil
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else
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for index, value in ipairs(goList) do
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goList[index]:SetActive(false)
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end
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go:SetActive(true)
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curId = data.Id
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end
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end)
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local t1 = true
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local t2 = true
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local t3 = true
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--判断是否可以选择
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num.gameObject:SetActive(true)
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if PlayerManager.level >= data.LevelLimit then
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limit1.gameObject:SetActive(false)
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select:SetActive(true)
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else
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limit1.gameObject:SetActive(true)
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limit1.text = data.LevelLimit..Language[10761]
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t1 = false
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end
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if ActData.curLevel >= data.FloorLimit then
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limit2.gameObject:SetActive(false)
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select:SetActive(true)
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else
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limit2.gameObject:SetActive(true)
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limit2.text = Language[10262]..data.FloorLimit..Language[10762]
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t2 = false
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end
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local aData = this.GetDataByRewardId(data.Id)
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-- LogRed(aData.rewardId..":"..tostring(aData.progress))
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if not aData then--2022/1/6 易经宝库增加层数容错
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aData = {}
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aData.progress = data.InitializeNum
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end
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if aData.progress >= data.InitializeNum then
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t3 = false
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-- 如果是当前层选中的特殊奖励
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if aData.progress == data.InitializeNum and ActData.selectId == data.Id then--and ActData.curLevel > data.InitializeNum
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t3 = true
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end
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num.text = "<color=red>"..(data.InitializeNum-aData.progress).."/"..data.InitializeNum.."</color>"
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else
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t3 = true
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num.text = (data.InitializeNum - aData.progress).."/"..data.InitializeNum
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end
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select:SetActive(t1 and t2 and t3)
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end
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-- 获取数量
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function this.GetDataByRewardId(rId)
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for k, v in ipairs(ActData.allData) do
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if v.rewardId == rId then
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return v
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end
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end
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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this.spLoader:Destroy()
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itemIconList={}
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goList = {}
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end
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return this |