205 lines
7.7 KiB
Lua
205 lines
7.7 KiB
Lua
----- --家园建筑升级 -----
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local TrainBuildLvUpPanel = Inherit(BasePanel)
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local this = TrainBuildLvUpPanel
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local HomeLand = ConfigManager.GetConfig(ConfigName.TrainBuild)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.TrainBuildLevel)
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local costOneSec = ConfigManager.GetConfigData(ConfigName.SpecialConfig,170).Value
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local itemConfig=ConfigManager.GetConfigData(ConfigName.ItemConfig,16)
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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 data=nil
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local Obj=nil
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local endCostNum=0
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local pro=0
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function TrainBuildLvUpPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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--当前两个名字
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this.curName = Util.GetGameObject(this.gameObject,"Buildings/curName"):GetComponent("Text")
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this.nextName = Util.GetGameObject(this.gameObject,"Buildings/nextName"):GetComponent("Text")
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this.Content = Util.GetGameObject(this.gameObject,"Content")
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this.Obtain = Util.GetGameObject(this.Content,"Obtain")
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this.Cost = Util.GetGameObject(this.Content,"Cost")
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this.tipInfo = Util.GetGameObject(this.gameObject,"tip"):GetComponent("Text")
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this.tipInfo.text = "每个满级特训神将激活:所有神将礼物属性+5%(最高200%)"
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--Obtain
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this.limit = Util.GetGameObject(this.Obtain,"limit")
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this.gain = Util.GetGameObject(this.Obtain,"gain")
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this.gainIcon = Util.GetGameObject(this.Obtain,"gain/Icon"):GetComponent("Image")
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this.gainNum = Util.GetGameObject(this.Obtain,"gain/Num"):GetComponent("Text")
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this.gainAdd = Util.GetGameObject(this.Obtain,"gain/Add"):GetComponent("Text")
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--cost
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this.cost1Icon1 = Util.GetGameObject(this.Cost,"cost1/Icon"):GetComponent("Image")
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this.cost1Num1 = Util.GetGameObject(this.Cost,"cost1/Num"):GetComponent("Text")
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this.cost2 = Util.GetGameObject(this.Cost,"cost2")
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this.cost2Name = Util.GetGameObject(this.Cost,"cost2/Text"):GetComponent("Text")
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this.cost2Num = Util.GetGameObject(this.Cost,"cost2/Num"):GetComponent("Text")
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--fastDone
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this.fastDoneMoney = Util.GetGameObject(this.gameObject,"Btns/fastDone/Money")
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this.fastDoneIcon = Util.GetGameObject(this.fastDoneMoney,"Icon"):GetComponent("Image")
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this.fastDoneNum = Util.GetGameObject(this.fastDoneMoney,"Num"):GetComponent("Text")
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this.fastDoneBtn = Util.GetGameObject(this.gameObject,"Btns/fastDone/BtnDo")
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--Done
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this.doneNum = Util.GetGameObject(this.gameObject,"Btns/Done/Money/Text"):GetComponent("Text")
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this.doneBtn = Util.GetGameObject(this.gameObject,"Btns/Done/BtnDo")
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end
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function TrainBuildLvUpPanel:BindEvent()
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Util.AddClick(this.fastDoneBtn, function()
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-- local priviId = PrivilegeManager.GetPrivilegeRemainValue()
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TrainBuildManager.ResumeCost(data.dataSingle,string.split(costOneSec,"#"),function (num)
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MsgPanel.ShowTwo(string.format("是否花费%s%s立即升级?",endCostNum,itemConfig.Name),function() end,function()
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NetManager.TrainingArchitectureUpRequest(data.dataMain.Id,2,function ()
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--特效
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Obj.effect2:SetActive(true)
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Timer.New(function ()
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Obj.effect2:SetActive(false)
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end,1):Start()
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PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",data.dataMain.Name,data.dataSingle.level))
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self:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
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end)
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end,"取消","确定")
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end)
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end)
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Util.AddClick(this.doneBtn, function()
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if data.endTime and data.endTime>0 then
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PopupTipPanel.ShowTip("升级中")
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return
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end
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TrainBuildManager.ResumeCost(data.dataSingle,nil,function ()
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NetManager.TrainingArchitectureUpRequest(data.dataMain.Id,1,function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
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self:ClosePanel()
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end)
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end)
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end)
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Util.AddClick(this.gameObject,function ()
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self:ClosePanel()
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end)
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end
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function TrainBuildLvUpPanel:AddListener()
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end
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function TrainBuildLvUpPanel:RemoveListener()
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end
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function TrainBuildLvUpPanel:OnOpen(_args)
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data = _args[1]
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Obj = _args[2]
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end
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function TrainBuildLvUpPanel:OnShow()
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local curData = data.dataSingle
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local nextData = HomeLandLevel[curData.Id + 1]
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local str = string.split(costOneSec,"#")
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this.curName.text = string.format("%s %s级",data.dataMain.Name,curData.level)
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this.nextName.text = string.format("%s级",nextData.level)
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this.Obtain:SetActive(false)
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if curData.Gain and curData.Gain>0 then
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this.Obtain:SetActive(true)
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--this.gainIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(curData.Gain[1]))
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this.gainNum.text = curData.Gain
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this.gainAdd.text = string.format(" +%s",nextData.Gain - curData.Gain)
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end
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this.Cost:SetActive(false)
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if curData.Cost then
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this.Cost:SetActive(true)
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this.cost1Icon1.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(curData.Cost[1][1]))
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local color1 = BagManager.GetTotalItemNum(curData.Cost[1][1]) >= curData.Cost[1][2] and "#A47C31" or "red"
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this.cost1Num1.text = string.format("<color=%s>%s</color>",color1,curData.Cost[1][2])
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end
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this.cost2:SetActive(false)
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if curData.Rule and #curData.Rule>0 and type(curData.Rule[1])~="userdata" then
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this.cost2:SetActive(true)
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local color = TrainBuildManager.BuildData[curData.Rule[1]].level < curData.Rule[2] and "FF0000" or "A47C31"
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this.cost2Num.text = string.format("<color=#%s>%s到达%s级</color>",color,HomeLand[curData.Rule[1]].Name,curData.Rule[2])
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else
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end
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this.fastDoneIcon.sprite = this.spLoader:LoadSprite(GetSpriteNameByItemId(tonumber(str[1])))
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--LogError("curData.Time===================="..curData.Time)
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LogError("curdata.endTime==="..data.endTime.." curData endtime-curtime==="..data.endTime - GetTimeStamp())
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local leftTime=0
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if data.endTime>0 then
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leftTime=data.endTime - GetTimeStamp()
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else
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leftTime=curData.Time
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end
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pro=tonumber(str[2])
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endCostNum=math.ceil(leftTime/60)*pro
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this.fastDoneNum.text = endCostNum
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this.doneNum.text = string.format("耗时:%s",this:CulculateTime(curData.Time))
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if data.endTime>0 then
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this:SetTime(leftTime)
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end
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ForceRebuildLayout(this.gain.transform)
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ForceRebuildLayout(this.Obtain.transform)
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ForceRebuildLayout(this.Cost.transform)
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ForceRebuildLayout(this.Content.transform)
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end
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function TrainBuildLvUpPanel:SetTime(_num)
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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local aaa=_num
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self.timer = Timer.New(function ()
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aaa=aaa-1
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--LogError("lefttime================"..leftTime2.." data.endTime=="..data.endTime)
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endCostNum=math.ceil(aaa/60)*pro
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this.fastDoneNum.text = endCostNum
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end, 1, -1, true)
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self.timer:Start()
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end
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function TrainBuildLvUpPanel:CulculateTime(time)
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if time < 60 then
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return time.."秒"
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elseif time >= 60 and time < 3600 then
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return math.floor(time/60).."分"..(time%60).."秒"
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elseif time >= 3600 and time < 86400 then
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return math.floor(time/3600).."时"..math.floor((time%3600)/60).."分"
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elseif time >= 86400 then
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return math.floor(time/86400).."天"..math.floor((time%86400)/3600).."时"
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end
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end
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function TrainBuildLvUpPanel:OnClose()
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data=nil
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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end
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function TrainBuildLvUpPanel:OnDestroy()
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this.spLoader:Destroy()
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if self.timer then
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self.timer:Stop()
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self.timer = nil
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end
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end
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return TrainBuildLvUpPanel |