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

289 lines
11 KiB
Lua

local ActivityDetail= quick_class("ActivityDetail")
local sortingOrder = 0
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
local listUpPre={} --限时召唤
local rate={}
local listSoulUpPre={} --魂印
local soulRate={}
local panelType
local detailText = {
[1] = HELP_TYPE.TimeLimitedCall,
[2] = HELP_TYPE.QianKunBox,
}
function ActivityDetail:ctor(gameObject,type,effect, sortingOrder)
self.gameObject = gameObject
self.sortingOrder = sortingOrder
if effect then
self.effect = effect
end
panelType = type
self:InitComponent(gameObject)
self:BindEvent()
self:OnShow()
end
function ActivityDetail:InitComponent(gameObject)
self.closeBtn = Util.GetGameObject(self.gameObject,"close")
self.itemGrid = Util.GetGameObject(self.gameObject,"panel/itemGrid")
self.pre = Util.GetGameObject(self.gameObject,"panel/pre")
self.LookDetailBtn = Util.GetGameObject(self.gameObject,"panel/Title3/updetail")
self.content = Util.GetGameObject(self.gameObject,"panel/content/Text"):GetComponent("Text")
self.time = Util.GetGameObject(self.gameObject,"tip"):GetComponent("Text")
self.canvas = self.gameObject:GetComponent("Canvas")
if self.canvas and self.sortingOrder then
self.canvas.sortingOrder = self.sortingOrder + 1
end
end
function ActivityDetail:BindEvent()
Util.AddClick(self.closeBtn,function()
self:OnHide()
end)
Util.AddClick(self.LookDetailBtn,function()
self:LookDetailBtnAction()
end)
end
function ActivityDetail:OnShow()
self.gameObject:SetActive(true)
local str = GetLanguageStrById(ConfigManager.TryGetConfigData(ConfigName.QAConfig, detailText[panelType]).content)--内容详情可以复用
str = string.gsub(str,"{","<color=#9FE07C>")
str = string.gsub(str,"}","</color>")
str = string.gsub(str,"|","\n")
self.content.text = str
-- local str2
--判断抽取的类型
if panelType == 1 then--限时招募
self:ReFreshUpHero()
self:RefreshHeroRate()
-- str2 = ActivityGiftManager.GetTimeStartToEnd(ActivityTypeDef.FindFairy)
elseif panelType == 2 then--神秘盲盒
self:ReFreshUpSoul()
self:RefreshSoulRate()
-- str2 = ActivityGiftManager.GetTimeStartToEnd(ActivityTypeDef.FindFairy)
end
-- self.time.text = GetLanguageStrById(12170)..str2
end
------------------------神秘盲盒------------------------
function ActivityDetail:ReFreshUpSoul()
self.LookDetailBtn:SetActive(false)
local UpSoul = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP)
if not listSoulUpPre then
listSoulUpPre = {}
end
if not soulRate then
soulRate = {}
end
local total = self:ReculateRate(UpSoul)
for n,m in ipairs(UpSoul) do
local weight = self:ReculateUpSoulRate(m.Reward[1])
if m and weight > 0 then
if not listSoulUpPre[n] then
local pre = newObjToParent(self.pre,self.itemGrid.transform)
pre:SetActive(true)
listSoulUpPre[n] = SubUIManager.Open(SubUIConfig.ItemView,pre.transform)
Util.GetGameObject(pre,"probability"):GetComponent("Text").text = string.format("%.2f", (weight/total)*100) .."%"
end
listSoulUpPre[n]:OnOpen(false, {m.Reward[1], m.Reward[2]}, 0.8, false)
-- local weight = self:ReculateUpSoulRate(m.Reward[1])
-- local tempName = listSoulUpPre[n].name:GetComponent("Text").text
-- listSoulUpPre[n].name:GetComponent("Text").text = "<color=#EDB64C>"..string.format("%.2f", (weight/total)*100) .."%</color>"
--listSoulUpPre[n].gameObject:SetActive(true)
--table.insert(soulRate,{tag = GetLanguageStrById(12223),name = "",value = weight})
end
end
end
--计算所有的比重
function ActivityDetail:ReculateUpSoulRate(id)
local Soul = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL)
for n,m in ipairs(Soul) do
if m and id == m.Reward[1] then
return m.Weight
end
end
return 0
end
function ActivityDetail:RefreshSoulRate()
local list4 = {}
local list5 = {}
local list6 = {}
local list7 = {}
local soul = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.LOTTERY_SOUL)
local total = self:ReculateRate(soul)
for index, v in ipairs(soul) do
if itemConfig[v.Reward[1]].Quantity == 4 then
table.insert(list4,v)--紫色
elseif itemConfig[v.Reward[1]].Quantity == 5 then
table.insert(list5,v)--金色
elseif itemConfig[v.Reward[1]].Quantity == 6 then
table.insert(list6,v)--红色
else
table.insert(list7,v)--其他
end
end
local rate5other = self:ReculateRate(list6)
for i = 1, #rate do
rate5other = rate5other - rate[i].value
end
--table.insert(soulRate,{tag=GetLanguageStrById(10193),name=GetLanguageStrById(11766)..GetLanguageStrById(10193),value=self:ReculateRate(list6)-soulRate[1].value-soulRate[2].value-soulRate[3].value})
table.insert(soulRate,{tag = GetLanguageStrById(50495),name = "",value = rate5other})
table.insert(soulRate,{tag = GetLanguageStrById(50496),name = "",value = self:ReculateRate(list5)})
table.insert(soulRate,{tag = GetLanguageStrById(50497),name = "",value = self:ReculateRate(list4)})
table.insert(soulRate,{tag = GetLanguageStrById(11766),name = "",value = self:ReculateRate(list7)})
for n,m in ipairs(soulRate) do
if m and m.value > 0 then
local o = Util.GetGameObject(self.gameObject,"panel/rate/rate/rateprefab"..n)
if not o then
else
o.gameObject:SetActive(true)
Util.GetGameObject(o.gameObject,"star"):GetComponent("Text") .text = m.tag
Util.GetGameObject(o.gameObject,"name"):GetComponent("Text") .text = m.name
Util.GetGameObject(o.gameObject,"rate"):GetComponent("Text") .text = string.format("%.2f",(m.value/total)*100).."%"
end
end
end
end
------------------------限时招募------------------------
function ActivityDetail:ReFreshUpHero()
self.LookDetailBtn:SetActive(true)
local UpHero = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP)
if not listUpPre then
listUpPre = {}
end
if not rate then
rate = { }
end
local total = self:ReculateRate(UpHero)
for n,m in ipairs(UpHero) do
local weight = self:ReculateUpHeroRate(m.Reward[1])
if m and weight > 0 then
if not listUpPre[n] then
local pre = newObjToParent(self.pre,self.itemGrid.transform)
pre:SetActive(true)
listUpPre[n] = SubUIManager.Open(SubUIConfig.ItemView,pre.transform)
end
listUpPre[n]:OnOpen(false, {m.Reward[1], m.Reward[2]}, 0.75, false)
local weight = self:ReculateUpHeroRate(m.Reward[1])
local tempName-- = listUpPre[n].name:GetComponent("Text").text
Util.GetGameObject(listUpPre[n].transform.parent,"probability"):GetComponent("Text").text = string.format("%.2f", (weight/total)*10).."%"
listUpPre[n].gameObject:SetActive(true)
table.insert(rate,{tag = GetLanguageStrById(12171),name = tempName,value = weight})
end
end
end
function ActivityDetail:ReculateUpHeroRate(id)
local Hero = RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED)
for n,m in ipairs(Hero) do
if m and id == m.Reward[1] then
return m.Weight
end
end
return 0
end
function ActivityDetail:RefreshHeroRate()
local list3 = {}
local list4 = {}
local list5 = {}
local list2 = {}
local hero=RecruitManager.GetRewardPreviewData(PRE_REWARD_POOL_TYPE.TIME_LIMITED)
local total = self:ReculateRate(hero)
for index, v in ipairs(hero) do
if itemConfig[v.Reward[1]].HeroStar[2] == 3 then
table.insert(list3,v)
elseif itemConfig[v.Reward[1]].HeroStar[2] == 4 then
table.insert(list4,v)
elseif itemConfig[v.Reward[1]].HeroStar[2] == 5 then
table.insert(list5,v)
elseif itemConfig[v.Reward[1]].HeroStar[2] == 2 then
table.insert(list2,v)
end
end
local rate5other = self:ReculateRate(list5)
for i = 1, #rate do
rate5other = rate5other - rate[i].value
end
table.insert(rate,{tag = GetLanguageStrById(12173),name = GetLanguageStrById(12174),value = rate5other})
table.insert(rate,{tag = GetLanguageStrById(12175),name = GetLanguageStrById(12176),value = self:ReculateRate(list4)})
table.insert(rate,{tag = GetLanguageStrById(12177),name = GetLanguageStrById(12178),value = self:ReculateRate(list3)})
table.insert(rate,{tag = GetLanguageStrById(12179),name = GetLanguageStrById(12180),value = self:ReculateRate(list2)})
for n,m in ipairs(rate) do
if m and m.value > 0 then
local o = Util.GetGameObject(self.gameObject,"panel/rate/rate/rateprefab"..n)
if not o then
else
o.gameObject:SetActive(true)
Util.GetGameObject(o.gameObject,"star"):GetComponent("Text") .text = m.tag
Util.GetGameObject(o.gameObject,"name"):GetComponent("Text") .text = m.name
Util.GetGameObject(o.gameObject,"rate"):GetComponent("Text") .text = string.format("%.2f",(m.value/total)*100).."%"
end
end
end
end
--通用计算权重功能
function ActivityDetail:ReculateRate(list)
local weight = 0
for index, v in ipairs(list) do
weight = v.Weight+weight
end
return weight
end
function ActivityDetail:LookDetailBtnAction()
if panelType == 1 then
UIManager.OpenPanel(UIName.HeroPreviewPanel, 1, false)
elseif panelType == 2 then
end
end
function ActivityDetail:OnHide()
self.gameObject:SetActive(false)
if self.effect then
self.effect:SetActive(true)
end
if rate then
for n,m in ipairs(rate) do
if not rate[n] then
local o = Util.GetGameObject(self.gameObject,"panel/rate/rateprefab"..n)
o.gameObject.SetActive(false)
end
end
rate = {}
end
if soulRate then
for n,m in ipairs(soulRate) do
if not soulRate[n] then
local o = Util.GetGameObject(self.gameObject,"panel/rate/rateprefab"..n)
o.gameObject.SetActive(false)
end
end
soulRate = {}
end
end
function ActivityDetail:OnDestroy()
listUpPre = nil
rate = nil
listSoulUpPre = nil
soulRate = nil
end
return ActivityDetail