sk-client/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua

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2024-07-03 18:38:10 +08:00
require("Base/BasePanel")
local DynamicActivityPanel = Inherit(BasePanel)
local this = DynamicActivityPanel
local TabBox = require("Modules/Common/TabBox")-- Tab管理器
local GlobalActConfig = ConfigManager.GetConfig(ConfigName.GlobalActivity)
local AcitvityShowTheme = ConfigManager.GetConfig(ConfigName.AcitvityShowTheme)
local LotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
local curPageIndex = 1
local orginLayer
local tabs = {}
local curActivityCount = {
[1] = require("Modules/DynamicActivity/DynamicTaskPage"), --主题活动
[2] = require("Modules/DynamicActivity/SheJiDaDian"), --次元引擎
[3] = require("Modules/DynamicActivity/TimeLimitedCall"), --限时招募
[4] = require("Modules/DynamicActivity/QianKunBox"), --神秘盲盒
[5] = require("Modules/DynamicActivity/ZhenQiYiBaoPage"), --秘境探索
[6] = require("Modules/DynamicActivity/LeiJiChongZhiPage"), --累计充值
[7] = require("Modules/DynamicActivity/XianShiShangShi"), --位面商人
[8] = require("Modules/Expert/DynamicActivityExChange"), --限时兑换(在限时活动)
[9] = require("Modules/DynamicActivity/YiJingBaoKu"), --命运魔镜
-- [10] = require("Modules/DynamicActivity/ShengYiTianJiang"),
-- [11] = require("Modules/DynamicActivity/LingShowTeHui"),
-- [12] = require("Modules/DynamicActivity/LingShouBaoGe"),
-- [13] = require("Modules/DynamicActivity/XinJiangLaiXi"),
-- [14] = require("Modules/DynamicActivity/XiangYaoDuoBao"),
-- [15] = require("Modules/DynamicActivity/ShengXingYouLi"),
-- [16] = require("Modules/DynamicActivity/ExchangeAction"), --兑换活动
-- [16] = require("Modules/DynamicActivity/ExchangeAction"), --兑换活动
-- [16] = require("Modules/DynamicActivity/ExchangeAction"), --兑换活动
-- [16] = require("Modules/DynamicActivity/ExchangeAction"), --兑换活动
}
--初始化组件(用于子类重写)
function DynamicActivityPanel:InitComponent()
orginLayer = 0
this.tabbox = Util.GetGameObject(self.gameObject, "bg/tabbox")
this.btnBack = Util.GetGameObject(self.gameObject, "bg/btnBack")
this.content = Util.GetGameObject(self.gameObject, "bg/pageContent")
this.tabList = Util.GetGameObject(self.gameObject,"bg/tabbox")
this.PageList = {}
for i = 1,#curActivityCount do
this.PageList[i] = curActivityCount[i].new(self, Util.GetGameObject(self.transform, "bg/pageContent/page"..i),this.UpView)
end
-- 上部货币显示
this.HeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft})
-- 初始化Tab管理器
this.PageTabCtrl = TabBox.New()
this.PageTabCtrl:SetTabAdapter(this.PageTabAdapter)
this.PageTabCtrl:SetTabIsLockCheck(this.PageTabIsLockCheck)
this.PageTabCtrl:SetChangeTabCallBack(this.OnPageTabChange)
this.InitTabs()
end
--绑定事件(用于子类重写)
function DynamicActivityPanel:BindEvent()
-- 关闭界面打开主城
Util.AddClick(this.btnBack, function()
this:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function DynamicActivityPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, this.RefreshActivityBtn)
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:AddListener()
end
end
end
--移除事件监听(用于子类重写)
function DynamicActivityPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, this.RefreshActivityBtn)
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:RemoveListener()
end
end
end
this.RefreshActivityBtn = function()
if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct) then
this:ClosePanel()
end
end
--界面打开时调用(用于子类重写)
function DynamicActivityPanel:OnOpen(chooseIndex)
-- -- 初始化tab数据
-- if chooseIndex and chooseIndex ~= ActivityTypeDef.DynamicAct then
-- for i = 1, #tabs do
-- if tabs[i].ActType == chooseIndex then
-- curPageIndex = i
-- end
-- end
-- else
-- curPageIndex = chooseIndex or 1
-- end
if chooseIndex then
for i = 1, #tabs do
if tabs[i].Id == chooseIndex then
curPageIndex = i
end
end
else
curPageIndex = 1
end
this.PageTabCtrl:Init(this.tabbox, tabs,curPageIndex)
end
-- 打开,重新打开时回调
function DynamicActivityPanel:OnShow()
SoundManager.PlayMusic(SoundConfig.BGM_Main)
local activiytId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct)
if not activiytId or activiytId <= 0 then
self:ClosePanel()
end
this.btnBack:SetActive(true)
this.tabList:SetActive(true)
-- if curPageIndex and curPageIndex == 1 then
-- local id = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct)
-- curPageIndex = GlobalActConfig[id].ShowArt
-- this.PageTabCtrl:ChangeTab(curPageIndex)
-- elseif curPageIndex then
this.PageTabCtrl:ChangeTab(curPageIndex)
-- end
end
--界面关闭时调用(用于子类重写)
function DynamicActivityPanel:OnClose()
if curPageIndex then
this.PageList[tabs[curPageIndex].tabIndex]:OnHide()
this.PageList[tabs[curPageIndex].tabIndex].gameObject:SetActive(false)
end
end
--界面销毁时调用(用于子类重写)
function DynamicActivityPanel:OnDestroy()
SubUIManager.Close(this.HeadFrameView)
SubUIManager.Close(this.UpView)
-- 清除红点
this.ClearPageRedpot()
-- 这里管理全部子界面的销毁,保证子界面生命周期完整
for _, page in pairs(this.PageList) do
if page.OnDestroy then
page:OnDestroy()
end
end
end
-- tab按钮自定义显示设置
function this.PageTabAdapter(tab, index, status)
local img = Util.GetGameObject(tab, "icon"):GetComponent("Image")
local lock = Util.GetGameObject(tab, "lock")
local redpot = Util.GetGameObject(tab, "redPoint")
local selected = Util.GetGameObject(tab, "selected")
img.sprite = Util.LoadSprite(tabs[index].default)
Util.GetGameObject(selected, "icon"):GetComponent("Image").sprite = Util.LoadSprite(tabs[index].select)
selected:SetActive(status == "select")
local islock = status == "lock"
Util.SetGray(img.gameObject, islock)
lock:SetActive(islock)
-- 判断是否需要检测红点
redpot:SetActive(false)
if not islock then
this.ClearPageRedpot(index)
this.BindPageRedpot(index, redpot)
end
-- local id = ActivityGiftManager.IsActivityTypeOpen(tabs[index].ActType)
-- if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then
-- --主题活动
-- if GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct then
-- if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then
-- tab:SetActive(GlobalActConfig[id].ShowArt == tabs[index].Id)
-- end
-- --限时兑换
-- elseif GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then
-- tab.gameObject:SetActive(false)
-- --累计充值
-- elseif GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then
-- if GlobalActConfig[id] and GlobalActConfig[id].ShowArt ~= 1 then
-- tab.gameObject:SetActive(true)
-- else
-- tab.gameObject:SetActive(false)
-- end
-- elseif GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct_recharge then
-- tab.gameObject:SetActive(true)
-- end
-- else
-- tab.gameObject:SetActive(false)
-- end
-- tab.gameObject.name = "tab_"..tabs[index].Id
end
-- tab可用性检测
function this.PageTabIsLockCheck(index)
return false
end
-- tab改变事件
function this.OnPageTabChange(index)
if tabs[index].ActType == ActivityTypeDef.Celebration then
if PlayerManager.familyId == 0 then
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.SheJiCheckGuild)
return
end
end
curPageIndex = index
for i = 1, #this.PageList do
if this.PageList[i] then
this.PageList[i]:OnHide()
this.PageList[i].gameObject:SetActive(false)
end
end
this.PageList[tabs[index].tabIndex].gameObject:SetActive(true)
this.PageList[tabs[index].tabIndex]:OnShow(this.sortingOrder, this, tabs[index].ActType)
this.HeadFrameView:OnShow()
this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = tabs[index].panelType })
end
-- 绑定数据
local _PageBindData = {}
local _TabBindData = {}
function this.BindPageRedpot(page, redpot)
local rpType = tabs[page].rpType
if not rpType then return end
BindRedPointObject(rpType, redpot)
_PageBindData[rpType] = redpot
end
function this.ClearPageRedpot(page)
-- 清除红点绑定
if page then -- 清除某个
local rpType = tabs[page].rpType
if not rpType then return end
ClearRedPointObject(rpType, _PageBindData[rpType])
_PageBindData[rpType] = nil
else -- 全部清除
for rpt, redpot in pairs(_PageBindData) do
ClearRedPointObject(rpt, redpot)
end
_PageBindData = {}
end
end
local ActTypes = {
-- ActivityTypeDef.Exchange,
ActivityTypeDef.DynamicAct,
ActivityTypeDef.Celebration,
ActivityTypeDef.YiJingBaoKu,
ActivityTypeDef.FindFairy,
ActivityTypeDef.QianKunBox,
ActivityTypeDef.DynamicAct_Treasure,
ActivityTypeDef.DynamicAct_recharge,
ActivityTypeDef.DynamicAct_TimeLimitShop,
-- ActivityTypeDef.AccumulativeRechargeExper,
}
--初始化tab信息
function this.InitTabs()
tabs = {}
for _, type in ipairs(ActTypes) do
local id, rpType, panelType, tabIndex, showArtId
local addState = true
id = ActivityGiftManager.IsActivityTypeOpen(type)
if id then
showArtId = GlobalActConfig[id].ShowArt
else
addState = false
end
if type == ActivityTypeDef.Exchange then
-- rpType = RedPointType.ExchangeAction
-- panelType = PanelType.Main
-- tabIndex = 16
elseif type == ActivityTypeDef.Celebration then
rpType = RedPointType.Celebration
panelType = PanelType.Celebration
tabIndex = 2
elseif type == ActivityTypeDef.YiJingBaoKu then
rpType = RedPointType.YiJingBaoKu
panelType = PanelType.YiJingBaoKu
tabIndex = 9
elseif type == ActivityTypeDef.FindFairy then
panelType = PanelType.Main
local activityId = ActivityGiftManager.IsActivityTypeOpen(type)
if activityId then
local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting, "ActivityId", activityId)
local d = LotterySetting[array[1].Id].CostItem[1][1]
panelType = {d, 16}
end
rpType = RedPointType.TimeLimited
tabIndex = 3
elseif type == ActivityTypeDef.QianKunBox then
rpType = RedPointType.QianKunBox
panelType = PanelType.QianKunBox
tabIndex = 4
elseif type == ActivityTypeDef.DynamicAct_Treasure then
rpType = 0
panelType = PanelType.Main
tabIndex = 5
elseif type == ActivityTypeDef.DynamicAct_recharge then
rpType = RedPointType.DynamicActRecharge
panelType = PanelType.Main
tabIndex = 6
elseif type == ActivityTypeDef.DynamicAct_TimeLimitShop then
rpType = 0
panelType = PanelType.Main
tabIndex = 7
elseif type == ActivityTypeDef.DynamicAct then
rpType = RedPointType.DynamicActTask
panelType = PanelType.Main
tabIndex = 1
end
if addState then
local default, lock, select
if AcitvityShowTheme[showArtId] then
default = GetPictureFont(AcitvityShowTheme[showArtId].TabDefault)
lock = AcitvityShowTheme[showArtId].TabLock
select = GetPictureFont(AcitvityShowTheme[showArtId].TabSelect)
else
default = ""
lock = ""
select = ""
LogRed("AcitvityShowTheme找不到活动:<color=green>"..id.."</color>对应的showArtId")
end
table.insert(tabs, {
Id = id,
default = default,
lock = lock,
select = select,
rpType = rpType,
panelType = panelType,
ActType = type,
tabIndex = tabIndex,
})
end
end
end
return this