252 lines
8.8 KiB
Lua
252 lines
8.8 KiB
Lua
require("Base/BasePanel")
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ArenaNewRankRewardPanel = Inherit(BasePanel)
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local this = ArenaNewRankRewardPanel
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local RewardList
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local arenaReward = ConfigManager.GetConfig(ConfigName.ArenaReward)
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local arenaLevel=ConfigManager.GetConfig(ConfigName.ArenaLevel)
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local RewardConfig
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local itemList = {}--优化itemView使用
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local itemList2 = {}--优化itemView使用
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local sorting = 0
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local curRankType = 1
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local tabNum = 1
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local baseData=nil
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local vec = {
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[2] = Vector2.New(916,1002.7),
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[3] = Vector2.New(916,841.6),
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[4] = Vector2.New(916,944.9),
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[5] = Vector2.New(916,944.9),
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}
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local _TabImgData = {select = "task_bigbtn01", default = "task_bigbtn02",}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1) }
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local _TabData = {
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[1]= {txt = "段位奖励"},
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}
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--初始化组件(用于子类重写)
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function ArenaNewRankRewardPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.gameObject, "Content/btnBack")
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Util.GetGameObject(self.gameObject, "Content/Title"):GetComponent("Text").text="段位奖励"
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this.maskImage = Util.GetGameObject(self.gameObject, "maskImage")
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this.bottom = Util.GetGameObject(self.gameObject, "Content/bgImage/Bottom")
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this.tabbox = Util.GetGameObject(this.bottom, "tabbox")
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this.myRank = Util.GetGameObject(this.bottom, "MyRank")
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this.myRankNum = Util.GetGameObject(this.myRank, "num"):GetComponent("Text")
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this.myInfo = Util.GetGameObject(this.bottom, "MyInfo")
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this.myInfoName = Util.GetGameObject(this.bottom, "MyInfo/Text"):GetComponent("Text")
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this.myInfoName2 = Util.GetGameObject(this.bottom, "MyInfo/Text (1)"):GetComponent("Text")
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this.myInfoName2.text="达到段位可获得"
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this.norank = Util.GetGameObject(this.bottom, "MyInfo/myrank")
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this.tips = Util.GetGameObject(this.bottom, "Tips")
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this.text = Util.GetGameObject(this.bottom, "Tips/Text"):GetComponent("Text")
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this.text2 = Util.GetGameObject(this.bottom, "Tips/Text2"):GetComponent("Text")
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this.scrollRect = Util.GetGameObject(self.gameObject, "Content/bgImage/content1/scrollRect")
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this.rankPre = Util.GetGameObject(self.gameObject, "Content/itemPre")
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRect.transform,
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this.rankPre, nil, Vector2.New(this.scrollRect.transform.sizeDelta.x, this.scrollRect.transform.sizeDelta.y), 1, 1, Vector2.New(10,10))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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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 ArenaNewRankRewardPanel:BindEvent()
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
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this.TabCtrl:Init(this.tabbox, _TabData)
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.maskImage, function()
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self:ClosePanel()
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end)
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end
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-- tab按钮自定义显示设置
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function this.TabAdapter(tab, index, status)
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local img = Util.GetGameObject(tab, "Image")
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local txt = Util.GetGameObject(tab, "Text")
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local red = Util.GetGameObject(tab, "redpot")
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red:SetActive(false)
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img:GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabImgData[status])
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txt:GetComponent("Text").text = _TabData[index].txt
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txt:GetComponent("Text").color = _TabFontColor[status]
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end
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-- tab改变回调事件
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function this.OnTabChange(index)
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tabNum = index
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this.text2.text = ""
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this.text2.color = UIColor.WRITE
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if curRankType == 3 then
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this.ShowRewardInfo()
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this.text.text ="段位奖励将在下个赛季段位重置时发放"
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this.RefreshMyInfo()
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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 ArenaNewRankRewardPanel: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 ArenaNewRankRewardPanel: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 ArenaNewRankRewardPanel:OnOpen(Type,myRank,_baseData)
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curRankType = Type
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baseData = ArenaManager.GetArenaBaseData()
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this.myInfoName.text="我的段位:"..baseData.rankName
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RewardConfig = arenaLevel
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this.tabbox:SetActive(true)
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this.TabCtrl:Init(this.tabbox, _TabData)
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this.myRank:SetActive(false)
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this.myInfo:SetActive(true)
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this.tips:SetActive(true)
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this.scrollRect.transform.sizeDelta = vec[curRankType]
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this.ScrollView.transform.sizeDelta = vec[curRankType]
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this.RefreshMyInfo()
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this.ShowRewardInfo()
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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 ArenaNewRankRewardPanel:OnShow()
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end
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function ArenaNewRankRewardPanel:OnSortingOrderChange()
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for i, v in pairs(itemList) do
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for j = 1, #v do
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v[j]:SetEffectLayer(self.sortingOrder)
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end
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end
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for i, v in pairs(itemList2) do
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for j = 1, #v do
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v[j]:SetEffectLayer(self.sortingOrder)
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end
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end
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sorting = self.sortingOrder
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end
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function this.SetMyRank()
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this.myRank:SetActive(false)
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end
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--如果是竞技场的话显示下面一堆的东西
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function this.RefreshMyInfo()
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local sortNumTabs = {}
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local rewardList = {}
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this.norank:SetActive(false)
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-- for i = 1, 4 do
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-- sortNumTabs[i] = Util.GetGameObject(this.myInfo, "sortNum/sortNum ("..i..")")
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-- sortNumTabs[i]:SetActive(false)
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-- end
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if not itemList2 then
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itemList2 = {}
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end
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for i = 1, #itemList2 do
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itemList2[i].gameObject:SetActive(false)
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end
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LogError("baseData.lvScore==="..baseData.lvScore)
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for k,value in ConfigPairs(arenaLevel) do
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if baseData.lvScore<value.ArenaLevelIntegral[2] then
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rewardList =value.ArenaLevelReward
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break
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end
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end
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if rewardList and #rewardList>0 and type(rewardList[1][1])~="userdata" then
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--显示奖励
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for i = 1, #rewardList do
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if itemList2[i] then
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itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
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else
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itemList2[i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(this.myInfo, "content").transform)
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itemList2[i]:OnOpen(false, rewardList[i], 0.75,false,false,false,sorting)
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end
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itemList2[i].gameObject:SetActive(true)
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end
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end
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end
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function this.ShowRewardInfo()
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RewardList = {}
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for _, configInfo in ConfigPairs(RewardConfig) do
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LogError("configInfo.id================="..configInfo.Id)
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table.insert(RewardList,configInfo)
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end
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this.ScrollView:SetData(RewardList, function (index, go)
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this.ActivityRewardSingleShow(go, RewardList[index],index)
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end)
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end
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--一般奖励-单列
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function this.ActivityRewardSingleShow(activityRewardGo,rewardData,index)
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-- local sortNumTabs = {}
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-- for i = 1, 4 do
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-- sortNumTabs[i] = Util.GetGameObject(activityRewardGo, "sortNum/sortNum ("..i..")")
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-- sortNumTabs[i]:SetActive(false)
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-- end
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local rankName=Util.GetGameObject(activityRewardGo, "rankText"):GetComponent("Text")
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local rankNumTxt=Util.GetGameObject(activityRewardGo, "rankNumberText"):GetComponent("Text")
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rankName.text=rewardData.ArenaLevelName
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rankNumTxt.text=rewardData.ArenaLevelIntegral[1].."段位积分"
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if not itemList[activityRewardGo.name] then
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itemList[activityRewardGo.name] = {}
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end
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for i = 1, #itemList[activityRewardGo.name] do
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itemList[activityRewardGo.name][i].gameObject:SetActive(false)
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end
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--LogError("rewardData.ArenaLevelReward==="..#rewardData.ArenaLevelReward)
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if rewardData.ArenaLevelReward and #rewardData.ArenaLevelReward>0 and type(rewardData.ArenaLevelReward[1][1])~="userdata" then
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for i = 1, #rewardData.ArenaLevelReward do
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if itemList[activityRewardGo.name][i] then
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.ArenaLevelReward[i], 0.75,false,false,false,sorting)
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else
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itemList[activityRewardGo.name][i] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGo, "content").transform)
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itemList[activityRewardGo.name][i]:OnOpen(false, rewardData.ArenaLevelReward[i], 0.75,false,false,false,sorting)
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end
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itemList[activityRewardGo.name][i].gameObject:SetActive(true)
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end
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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 ArenaNewRankRewardPanel: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 ArenaNewRankRewardPanel:OnDestroy()
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this.spLoader:Destroy()
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itemList = {}
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itemList2 = {}
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end
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return ArenaNewRankRewardPanel |