948 lines
44 KiB
Lua
948 lines
44 KiB
Lua
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require("Base/BasePanel")
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local PrivilegeTurnTable = Inherit(BasePanel)
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local this = PrivilegeTurnTable
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local BtnBg = {
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[3] = GetPictureFont("bt_zhuanpan_bt_tx_02"),
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[4] = GetPictureFont("bt_zhuanpan_bt_wm_02"),
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[5] = GetPictureFont("bt_zhuanpan_bt_zz_02"),
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}
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local turnBg = {
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[3] = "bt_zhuanpan_bg_tx_03",
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[4] = "bt_zhuanpan_bg_wm_03",
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[5] = "bt_zhuanpan_bg_zz_03",
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}
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local BottomBg = {
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[3] = "bt_zhuanpan_bg_tx_01",
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[4] = "bt_zhuanpan_bg_wm_01",
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[5] = "bt_zhuanpan_bg_zz_01",
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}
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local btnPos = {
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[1] = {
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x = -341,
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y = 0,
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},
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[2] = {
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x = 0,
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y = 0,
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},
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[3] = {
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x = -194,
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y = 0,
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},
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[4] = {
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x = 197,
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y = 0,
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},
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}
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---转盘旋转类型
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local TableTurnType = {
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Normal = 1,--默认旋转
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Expedite = 2,--加快旋转
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}
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local curTurnPos = 1 --当前位置
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this.thread = nil --协程
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this.upView = nil
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---初始化组件(用于子类重写)
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function PrivilegeTurnTable:InitComponent(gameObject)
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PrivilegeTurnManager.InitTableData()
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this.luckyTurnPanel = Util.GetGameObject(self.gameObject,"Panel")
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this.PlayerHeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.gameObject.transform)
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this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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this.maskBG = Util.GetGameObject(this.luckyTurnPanel,"Mask")
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this.helpBtn = Util.GetGameObject(this.luckyTurnPanel,"HelpBtn")
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this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
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this.backBtn = Util.GetGameObject(this.luckyTurnPanel,"BackBtn")
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--this.activityCountDownText = Util.GetGameObject(this.luckyTurnPanel, "CountDownTimeText"):GetComponent("Text")--活动倒计时
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this.luckyTreasureBtn = Util.GetGameObject(this.luckyTurnPanel, "Content/Top/LuckyTreasureBtn")--幸运探宝按钮
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this.luckyTreasureBtn:GetComponent("Image").sprite = Util.LoadSprite(GetPictureFont("bt_zhuanpan_bt_tx_01"))
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this.luckyTreasureTitle = Util.GetGameObject(this.luckyTreasureBtn,"title"):GetComponent("Image")
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this.advancedTreasureBtn = Util.GetGameObject(this.luckyTurnPanel, "Content/Top/AdvancedTreasureBtn")--高级探宝按钮
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this.advancedTreasureBtn:GetComponent("Image").sprite = Util.LoadSprite(GetPictureFont("bt_zhuanpan_bt_wm_01"))
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this.zhiZunBtn = Util.GetGameObject(this.luckyTurnPanel, "Content/Top/ZhiZunTurn")--高级探宝按钮
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this.zhiZunBtn:GetComponent("Image").sprite = Util.LoadSprite(GetPictureFont("bt_zhuanpan_bt_zz_01"))
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this.advancedTreasureText = Util.GetGameObject(this.advancedTreasureBtn,"Text"):GetComponent("Text")
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this.advancedTreasureTitle = Util.GetGameObject(this.advancedTreasureBtn,"title"):GetComponent("Image")
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this.bg2 = Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG2")
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this.countDesc = Util.GetGameObject(this.luckyTurnPanel, "Bottom/DescText"):GetComponent("Text")
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this.turnBg = Util.GetGameObject(this.bg2, "bg"):GetComponent("Image")
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this.bottomBgImg = Util.GetGameObject(this.luckyTurnPanel, "bottomBg"):GetComponent("Image")
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this.oneRed = Util.GetGameObject(this.luckyTreasureBtn,"redPoint")
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this.twoRed = Util.GetGameObject(this.advancedTreasureBtn,"redPoint")
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this.threeRed = Util.GetGameObject(this.zhiZunBtn,"redPoint")
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this.maskRed = Util.GetGameObject(this.luckyTurnPanel,"Content/Top/mask/redPoint")
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---跑马灯位置(物品位置)
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this.itemList = {}
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for i = 1,8 do
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this.itemList[i] = Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/ItemList/Item"..i)
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end
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this.itemEffectIcon = {}--跑马灯亮灯
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this.itemViewList = {}--跑马灯itemviewList
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this.itemViewCurPos = {}
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local tab = {{14,0},{3,0},{12001,0},{5,0},{4,0},{21,0},{60068,0},{60071,0}}---防白片临时数据
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for i = 1, 8 do
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this.itemEffectIcon[i] = Util.GetGameObject(this.itemList[i], "Image")
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local parent = Util.GetGameObject(this.itemList[i].transform,"box").transform
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this.itemViewList[i] = SubUIManager.Open(SubUIConfig.ItemView,parent)
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this.itemViewList[i]:OnOpen(false, {tab[1][1],tab[1][2]},0.75)
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local rect = this.itemViewList[i].transform
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rect.anchoredPosition = Vector2.New(0,0)
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rect.anchorMin = Vector2.New(0.5, 0.5)
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rect.anchorMax = Vector2.New(0.5, 0.5)
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rect.pivot = Vector2.New(0.5, 0.5)
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this.itemViewCurPos[i] = this.itemList[i].transform.position
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end
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--拥有道具数量
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this.bottom = Util.GetGameObject(this.luckyTurnPanel,"Bottom")
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this.treasureOnceBtn = Util.GetGameObject(this.bottom,"TreasureOnceBtn")
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this.treasureOnceText = Util.GetGameObject(this.treasureOnceBtn,"Text"):GetComponent("Text")--探宝次数
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this.treasureOnceIcon = Util.GetGameObject(this.treasureOnceBtn,"Icon"):GetComponent("Image")--消耗道具图标
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this.treasureOnceNum = Util.GetGameObject(this.treasureOnceBtn,"Num"):GetComponent("Text")--消耗道具数量
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this.treasureMultipleBtn = Util.GetGameObject(this.bottom,"TreasureMultipleBtn")
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this.treasureMultipleText = Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text")
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this.treasureMultipleIcon = Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image")
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this.treasureMultipleNum = Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text")
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this.slider = Util.GetGameObject(this.luckyTurnPanel,"Slider")
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this.luckyValueNum = Util.GetGameObject(this.slider, "LuckyValue/LuckyValueNum"):GetComponent("Text")--幸运值
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this.luckySlider = Util.GetGameObject(this.slider, "LuckySlider"):GetComponent("Slider")
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this.rewardBoxList = {}--奖励盒
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this.rewardBox = Util.GetGameObject(this.slider,"RewardBox")
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for i = 1,3 do
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this.rewardBoxList[i] = Util.GetGameObject(this.rewardBox,"Item"..i)
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end
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this.rewardPanel = Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
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this.itemViewParent = Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
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this.rewardPanelMaskBtn = Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
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this.rewardItemView = SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
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-- 奖励预览
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this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Content/Top/btnPreview")
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this.mask = Util.GetGameObject(self.gameObject, "Panel/Content/Top/mask")
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this.maskText = Util.GetGameObject(this.mask,"Text"):GetComponent("Text")
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this.maskTitle = Util.GetGameObject(self.gameObject, "Panel/Content/Top/mask"):GetComponent("Image")
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this.material = Util.GetGameObject(this.rewardBox,"material"):GetComponent("Image").material
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this.shopBtn = Util.GetGameObject(self.gameObject, "Panel/Content/shopBtn")
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this.allMask = Util.GetGameObject(self.gameObject, "mask")
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end
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---绑定事件(用于子类重写)
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function PrivilegeTurnTable:BindEvent()
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--帮助按钮
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Util.AddClick(this.helpBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,this.helpPosition.x,this.helpPosition.y)
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end)
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--返回按钮
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Util.AddClick(this.backBtn,function()
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self:ClosePanel()
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end)
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--幸运探宝按钮
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Util.AddClick(this.luckyTreasureBtn, function()
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this.SwitchTreasureType(TreasureType.PrivilegeOne)
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-- this.luckyTreasureBtn:SetActive(false)
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-- this.advancedTreasureBtn:SetActive(true)
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this.mask.transform.position = this.luckyTreasureBtn.transform.position
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this.maskTitle.sprite = Util.LoadSprite(BtnBg[TreasureType.PrivilegeOne])
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this.turnBg.sprite = Util.LoadSprite(turnBg[TreasureType.PrivilegeOne])
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this.bottomBgImg.sprite = Util.LoadSprite(BottomBg[TreasureType.PrivilegeOne])
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end)
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Util.AddClick(this.zhiZunBtn, function()
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this.SwitchTreasureType(TreasureType.PrivilegeThree)
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-- this.luckyTreasureBtn:SetActive(false)
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-- this.advancedTreasureBtn:SetActive(false)
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this.mask.transform.position = this.zhiZunBtn.transform.position
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this.maskTitle.sprite = Util.LoadSprite(BtnBg[TreasureType.PrivilegeThree])
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this.turnBg.sprite = Util.LoadSprite(turnBg[TreasureType.PrivilegeThree])
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this.bottomBgImg.sprite = Util.LoadSprite(BottomBg[TreasureType.PrivilegeThree])
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end)
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--高级探宝按钮
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Util.AddClick(this.advancedTreasureBtn, function()
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this.SwitchTreasureType(TreasureType.PrivilegeTwo)
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-- this.luckyTreasureBtn:SetActive(true)
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-- this.advancedTreasureBtn:SetActive(false)
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this.mask.transform.position = this.advancedTreasureBtn.transform.position
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this.maskTitle.sprite = Util.LoadSprite(BtnBg[TreasureType.PrivilegeTwo])
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this.turnBg.sprite = Util.LoadSprite(turnBg[TreasureType.PrivilegeTwo])
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this.bottomBgImg.sprite = Util.LoadSprite(BottomBg[TreasureType.PrivilegeTwo])
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end)
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--幸运值奖励预览遮罩按钮
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Util.AddClick(this.rewardPanelMaskBtn, function()
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this.rewardPanelMaskBtn.gameObject:SetActive(false)
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this.rewardPanel.gameObject:SetActive(false)
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end)
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Util.AddClick(this.btnPreview, function()
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local index = 6
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if PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeTwo then
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index = 7
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elseif PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeThree then
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index = 8
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end
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UIManager.OpenPanel(UIName.HeroPreviewPanel, index, false)
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end)
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Util.AddClick(this.shopBtn, function()
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UIManager.OpenPanel(UIName.MainShopPanel, 61)
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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 PrivilegeTurnTable:RefreshTitleRedpot(PriviType)
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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 PrivilegeTurnTable:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Privilege.RefreshPrivilegeTurn, this.NewDay)
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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 PrivilegeTurnTable:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Privilege.RefreshPrivilegeTurn, this.NewDay)
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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 PrivilegeTurnTable:OnOpen(_TreasureType)
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PrivilegeTurnManager.curTreasureType = _TreasureType and _TreasureType or TreasureType.PrivilegeOne
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end
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function PrivilegeTurnTable:SetBtnState()
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local isShow = PrivilegeTurnManager.GetPrivilrgeTurnIsShow(TreasureType.PrivilegeThree)
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if isShow then
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this.zhiZunBtn:SetActive(true)
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this.luckyTreasureBtn:GetComponent("RectTransform").localPosition = Vector2.New(btnPos[1].x, btnPos[1].y)
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this.advancedTreasureBtn:GetComponent("RectTransform").localPosition = Vector2.New(btnPos[2].x, btnPos[2].y)
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else
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this.zhiZunBtn:SetActive(false)
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this.luckyTreasureBtn:GetComponent("RectTransform").localPosition = Vector2.New(btnPos[3].x, btnPos[3].y)
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this.advancedTreasureBtn:GetComponent("RectTransform").localPosition = Vector2.New(btnPos[4].x, btnPos[4].y)
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end
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end
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function PrivilegeTurnTable:GetState(index)
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local actRewardConfig = ConfigManager.GetConfigData(ConfigName.TequanCardConfig, index)
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local buyPrivilegeState = PrivilegeManager.GetPrivilegeOpenStatusById(actRewardConfig.PrivilegeID)
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if buyPrivilegeState then
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return true
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else
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return false
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end
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end
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function PrivilegeTurnTable.NewDay()
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PrivilegeTurnTable:OnShow()
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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 PrivilegeTurnTable:OnShow()
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PrivilegeTurnManager.SetPrivilrgeTurnData(function()
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PrivilegeTurnTable:SetBtnState()
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this.maskBG.gameObject:SetActive(false)
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--Log("PrivilegeTurnManager.curTreasureType "..PrivilegeTurnManager.curTreasureType)
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if PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeOne then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝
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this.LuckyTurnOnShow(TreasureType.PrivilegeOne)
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this.mask.transform.position = this.luckyTreasureBtn.transform.position
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this.maskTitle.sprite = Util.LoadSprite(BtnBg[TreasureType.PrivilegeOne])
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this.turnBg.sprite =Util.LoadSprite(turnBg[TreasureType.PrivilegeOne])
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this.bottomBgImg.sprite =Util.LoadSprite(BottomBg[TreasureType.PrivilegeOne])
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elseif PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeTwo then
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this.LuckyTurnOnShow(TreasureType.PrivilegeTwo)
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this.mask.transform.position = this.advancedTreasureBtn.transform.position
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this.maskTitle.sprite = Util.LoadSprite(BtnBg[TreasureType.PrivilegeTwo])
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this.turnBg.sprite =Util.LoadSprite(turnBg[TreasureType.PrivilegeTwo])
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this.bottomBgImg.sprite =Util.LoadSprite(BottomBg[TreasureType.PrivilegeTwo])
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elseif PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeThree then
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this.LuckyTurnOnShow(TreasureType.PrivilegeThree)
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this.mask.transform.position = this.zhiZunBtn.transform.position
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this.maskTitle.sprite = Util.LoadSprite(BtnBg[TreasureType.PrivilegeThree])
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this.turnBg.sprite =Util.LoadSprite(turnBg[TreasureType.PrivilegeThree])
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this.bottomBgImg.sprite =Util.LoadSprite(BottomBg[TreasureType.PrivilegeThree])
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end
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this.PlayerHeadFrameView:OnShow()
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this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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end)
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end
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local sortingOrder = 0
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---重设层级
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function PrivilegeTurnTable:OnSortingOrderChange()
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sortingOrder = self.sortingOrder
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for i, v in pairs(this.itemViewList) do
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v:SetEffectLayer(sortingOrder)
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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 PrivilegeTurnTable:OnClose()
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this.rewardPanel.gameObject:SetActive(false)
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if this.thread then
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coroutine.stop(this.thread)
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this.thread = nil
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end
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if this.turnEffect then
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this.turnEffect:Stop()
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this.turnEffect = nil
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end
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if this.outsideLightTurnEffect then
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this.outsideLightTurnEffect:Stop()
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this.outsideLightTurnEffect = nil
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end
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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 PrivilegeTurnTable:OnDestroy()
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this.itemViewList = nil
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this.rewardItemView = nil
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SubUIManager.Close(this.upView)
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end
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---打开面板
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function this.LuckyTurnOnShow(treasureType)
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if not this.turnEffect then
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this.turnEffect = Timer.New(nil,1,-1,true)
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end
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if not this.outsideLightTurnEffect then
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this.outsideLightTurnEffect = Timer.New(nil,1,-1,true)
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end
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--初始化幸运探宝
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this.SwitchTreasureType(treasureType)
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this.SetTableTurnEffect(TableTurnType.Normal)
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end
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---切换探宝类型
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function this.SwitchTreasureType(treasureType)
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PrivilegeTurnManager.curTreasureType = treasureType
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this.ClearDefault()
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if treasureType == TreasureType.PrivilegeOne then
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PrivilegeTurnTable.curTreasureType = treasureType
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local countNum = PrivilegeTurnManager.GetTurnNums(treasureType)+PrivilegeTurnManager.GetPrivilegeAddTurnNums(treasureType)
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this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
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this.bg2:SetActive(true)
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--设置顶部按钮
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local turnData = PrivilegeTurnManager.GetPrivilrgeTurnItems(treasureType)
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this.SetItemViewShow(turnData)
|
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-- --请求跑马灯物品数据
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-- LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
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-- this.SetItemViewShow(msg.posInfos,function()
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-- this.SetItemViewGray(LuckyTurnTableManager.luckyData)
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-- end)
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-- end)
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-- --立即刷新一次转盘记录
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-- if LuckyTurnTableManager.isCanGetWorldMessage then
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-- LuckyTurnTableManager.TimeUpdate()
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-- end
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-- --启动定时刷新转盘记录
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-- LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate()
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--探宝按钮显示
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local oneData,moreData,icon = PrivilegeTurnManager.GetTreasureBtnInfo(treasureType)
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this.SetTreasureBtnShow(oneData,moreData,icon)
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-- --探宝泉预览
|
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-- Util.AddOnceClick(this.propBtn,function()
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-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60)
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-- end)
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--探宝1次按钮
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Util.AddOnceClick(this.treasureOnceBtn, function()
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if PrivilegeTurnManager.GetTreasureTicketNum(treasureType) - oneData[2] >= 0 then --抽奖判断
|
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if PrivilegeTurnManager.GetPrivilrgeTurnCount(treasureType) - 1 >= 0 then
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this.DelayMaskWithBool(true)
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--判断次数
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NetManager.PrivilegeWheelDrawRequest(PrivilegeTurnManager.curTreasureType, 1, function(msg)
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PrivilegeTurnManager.SetPrivilrgeTurnData(function()
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this.SetTableTurnEffect(TableTurnType.Expedite, msg.drop, msg.pos)
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-- Log("pos "..msg.pos)
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this.RrFreshInfo()
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end)
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end)
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else
|
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if this.GetOpenPrivilege(TreasureType.PrivilegeOne) then
|
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PopupTipPanel.ShowTip(GetLanguageStrById(50407))
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else
|
||
this.JumpPrivilegeCard(function()
|
||
UIManager.OpenPanel(UIName.PrivilegeCardPanel)
|
||
PrivilegeTurnTable:ClosePanel()
|
||
end)
|
||
end
|
||
end
|
||
else
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
|
||
end
|
||
end)
|
||
|
||
--探宝10次按钮
|
||
Util.AddOnceClick(this.treasureMultipleBtn, function()
|
||
if PrivilegeTurnManager.GetTreasureTicketNum(treasureType) - moreData[2] >= 0 then
|
||
if PrivilegeTurnManager.GetPrivilrgeTurnCount(treasureType) - 10 >= 0 then
|
||
--判断次数
|
||
this.DelayMaskWithBool(true)
|
||
NetManager.PrivilegeWheelDrawRequest(PrivilegeTurnManager.curTreasureType,2,function(msg)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
this.SetTableTurnEffect(TableTurnType.Expedite, msg.drop, msg.pos)
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
else
|
||
if this.GetOpenPrivilege(TreasureType.PrivilegeOne) then
|
||
PopupTipPanel.ShowTip(GetLanguageStrById(50407))
|
||
else
|
||
this.JumpPrivilegeCard(function()
|
||
UIManager.OpenPanel(UIName.PrivilegeCardPanel)
|
||
PrivilegeTurnTable:ClosePanel()
|
||
end)
|
||
end
|
||
end
|
||
else
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, 16, nil)
|
||
end
|
||
end)
|
||
|
||
this.RrFreshInfo()
|
||
elseif treasureType == TreasureType.PrivilegeTwo then
|
||
PrivilegeTurnTable.curTreasureType = treasureType
|
||
this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
|
||
this.bg2:SetActive(true) --设置材质
|
||
|
||
--设置顶部按钮
|
||
local turnData = PrivilegeTurnManager.GetPrivilrgeTurnItems(treasureType)
|
||
this.SetItemViewShow(turnData)
|
||
-- --请求跑马灯物品数据
|
||
-- LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
|
||
-- this.SetItemViewShow(msg.posInfosAdvance,function()
|
||
-- this.SetItemViewGray(LuckyTurnTableManager.advancedData)
|
||
-- end)
|
||
-- end)
|
||
-- --立即刷新一次转盘记录
|
||
-- if LuckyTurnTableManager.isCanGetWorldMessage then
|
||
-- LuckyTurnTableManager.TimeUpdate()
|
||
-- end
|
||
-- --启动定时刷新转盘记录
|
||
-- LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate(treasureType)
|
||
|
||
--探宝按钮显示
|
||
local oneData,moreData,icon = PrivilegeTurnManager.GetTreasureBtnInfo(treasureType)
|
||
this.SetTreasureBtnShow(oneData,moreData,icon)
|
||
-- --探宝泉预览
|
||
-- Util.AddOnceClick(this.propBtn,function()
|
||
-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61)
|
||
-- end)
|
||
--探宝1次按钮
|
||
Util.AddOnceClick(this.treasureOnceBtn, function()
|
||
if PrivilegeTurnManager.GetTreasureTicketNum(treasureType) - oneData[2] >= 0 then
|
||
if PrivilegeTurnManager.GetPrivilrgeTurnCount(treasureType) - 1 >= 0 then
|
||
--判断次数
|
||
this.DelayMaskWithBool(true)
|
||
NetManager.PrivilegeWheelDrawRequest(PrivilegeTurnManager.curTreasureType,1,function(msg)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
this.SetTableTurnEffect(TableTurnType.Expedite,msg.drop,msg.pos)
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
else
|
||
if this.GetOpenPrivilege(TreasureType.PrivilegeTwo) then
|
||
PopupTipPanel.ShowTip(GetLanguageStrById(50407))
|
||
else
|
||
this.JumpPrivilegeCard(function()
|
||
UIManager.OpenPanel(UIName.PrivilegeCardPanel)
|
||
PrivilegeTurnTable:ClosePanel()
|
||
end)
|
||
end
|
||
end
|
||
else
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
|
||
end
|
||
end)
|
||
--探宝10次按钮
|
||
Util.AddOnceClick(this.treasureMultipleBtn, function()
|
||
if PrivilegeTurnManager.GetTreasureTicketNum(treasureType) - moreData[2] >= 0 then
|
||
if PrivilegeTurnManager.GetPrivilrgeTurnCount(treasureType) - 10 >= 0 then
|
||
this.DelayMaskWithBool(true)
|
||
NetManager.PrivilegeWheelDrawRequest(PrivilegeTurnManager.curTreasureType,2,function(msg)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
this.SetTableTurnEffect(TableTurnType.Expedite,msg.drop,msg.pos)
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
else
|
||
if this.GetOpenPrivilege(TreasureType.PrivilegeTwo) then
|
||
PopupTipPanel.ShowTip(GetLanguageStrById(50407))
|
||
else
|
||
this.JumpPrivilegeCard(function()
|
||
UIManager.OpenPanel(UIName.PrivilegeCardPanel)
|
||
PrivilegeTurnTable:ClosePanel()
|
||
end)
|
||
end
|
||
end
|
||
else
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
|
||
end
|
||
end)
|
||
|
||
this.RrFreshInfo()
|
||
elseif treasureType == TreasureType.PrivilegeThree then
|
||
PrivilegeTurnTable.curTreasureType = treasureType
|
||
this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.Main })
|
||
this.bg2:SetActive(true) --设置材质
|
||
|
||
--设置顶部按钮
|
||
local turnData = PrivilegeTurnManager.GetPrivilrgeTurnItems(treasureType)
|
||
this.SetItemViewShow(turnData)
|
||
-- --请求跑马灯物品数据
|
||
-- LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
|
||
-- this.SetItemViewShow(msg.posInfosAdvance,function()
|
||
-- this.SetItemViewGray(LuckyTurnTableManager.advancedData)
|
||
-- end)
|
||
-- end)
|
||
-- --立即刷新一次转盘记录
|
||
-- if LuckyTurnTableManager.isCanGetWorldMessage then
|
||
-- LuckyTurnTableManager.TimeUpdate()
|
||
-- end
|
||
-- --启动定时刷新转盘记录
|
||
-- LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate(treasureType)
|
||
|
||
--探宝按钮显示
|
||
local oneData,moreData,icon = PrivilegeTurnManager.GetTreasureBtnInfo(treasureType)
|
||
this.SetTreasureBtnShow(oneData,moreData,icon)
|
||
-- --探宝泉预览
|
||
-- Util.AddOnceClick(this.propBtn,function()
|
||
-- UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61)
|
||
-- end)
|
||
--探宝1次按钮
|
||
Util.AddOnceClick(this.treasureOnceBtn, function()
|
||
if PrivilegeTurnManager.GetTreasureTicketNum(treasureType) - oneData[2] >= 0 then
|
||
if PrivilegeTurnManager.GetPrivilrgeTurnCount(treasureType) - 1 >= 0 then
|
||
--判断次数
|
||
this.DelayMaskWithBool(true)
|
||
NetManager.PrivilegeWheelDrawRequest(PrivilegeTurnManager.curTreasureType, 1, function(msg)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
this.SetTableTurnEffect(TableTurnType.Expedite, msg.drop, msg.pos)
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
else
|
||
if this.GetOpenPrivilege(TreasureType.PrivilegeThree) then
|
||
PopupTipPanel.ShowTip(GetLanguageStrById(50407))
|
||
else
|
||
this.JumpPrivilegeCard(function()
|
||
UIManager.OpenPanel(UIName.PrivilegeCardPanel)
|
||
PrivilegeTurnTable:ClosePanel()
|
||
end)
|
||
end
|
||
end
|
||
else
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
|
||
end
|
||
end)
|
||
--探宝10次按钮
|
||
Util.AddOnceClick(this.treasureMultipleBtn, function()
|
||
if PrivilegeTurnManager.GetTreasureTicketNum(treasureType) - moreData[2] >= 0 then
|
||
if PrivilegeTurnManager.GetPrivilrgeTurnCount(treasureType) - 10 >= 0 then
|
||
--判断次数
|
||
this.DelayMaskWithBool(true)
|
||
NetManager.PrivilegeWheelDrawRequest(PrivilegeTurnManager.curTreasureType,2,function(msg)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
this.SetTableTurnEffect(TableTurnType.Expedite,msg.drop,msg.pos)
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
else
|
||
if this.GetOpenPrivilege(TreasureType.PrivilegeThree) then
|
||
PopupTipPanel.ShowTip(GetLanguageStrById(50407))
|
||
else
|
||
this.JumpPrivilegeCard(function()
|
||
UIManager.OpenPanel(UIName.PrivilegeCardPanel)
|
||
PrivilegeTurnTable:ClosePanel()
|
||
end)
|
||
end
|
||
end
|
||
else
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,16,nil)
|
||
end
|
||
end)
|
||
|
||
this.RrFreshInfo()
|
||
end
|
||
this.mask.transform:SetAsLastSibling()
|
||
end
|
||
function this.GetOpenPrivilege(turnType)
|
||
--local data = this.dialRewardSettingConfig[turnType].OpenRules --
|
||
local isopen = true
|
||
local data = ConfigManager.GetConfigData(ConfigName.DialRewardSetting, turnType)
|
||
if data.OpenRules == nil then
|
||
return true
|
||
end
|
||
for i = 1, #data.OpenRules do
|
||
local PrivilegeData = ConfigManager.GetConfigDataByKey(ConfigName.TequanCardConfig,"PrivilegeID", data.OpenRules[i])
|
||
if PrivilegeManager.GetPrivilegeOpenStatusById(PrivilegeData.PrivilegeID) == false then
|
||
isopen = false
|
||
end
|
||
end
|
||
return isopen
|
||
end
|
||
|
||
--重置默认
|
||
function this.ClearDefault()
|
||
--清除红点
|
||
Util.GetGameObject(this.luckyTreasureBtn,"redPoint"):SetActive(false)
|
||
Util.GetGameObject(this.advancedTreasureBtn,"redPoint"):SetActive(false)
|
||
for i = 1, 3 do
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)
|
||
end
|
||
|
||
-- for i = 1, 6 do
|
||
-- this.recordTextList[i].text = ""
|
||
-- end
|
||
end
|
||
|
||
function this.JumpPrivilegeCard(func)
|
||
MsgPanel.ShowTwo("是否前往激活特权", nil, function()
|
||
if func then
|
||
func()
|
||
end
|
||
end)
|
||
end
|
||
|
||
--设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
|
||
function this.SetTableTurnEffect(turnType,Drop,pos)
|
||
if turnType == TableTurnType.Normal then --默认旋转
|
||
this.TurnEffectReset(0.5)
|
||
this.turnEffect:Start()
|
||
elseif turnType == TableTurnType.Expedite then --抽奖旋转 至指定位置
|
||
this.DelayMaskWithBool(true)
|
||
-- LuckyTurnTableManager.isCanGetWorldMessage = false
|
||
this.TurnEffectReset(0.05)
|
||
this.turnEffect:Start()
|
||
this.thread = coroutine.start(function()
|
||
-- coroutine.wait(0.1)
|
||
-- this.TurnEffectReset(0.)
|
||
coroutine.wait(0.1)
|
||
this.TurnEffectReset(0.1,true,pos,function()--当效果播放完毕后 从管理器取得数据
|
||
local timer = Timer.New(function()
|
||
this.DelayMaskWithBool(false)
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,Drop,1,function()
|
||
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
|
||
-- LuckyTurnTableManager.isCanGetWorldMessage = true
|
||
end)--打开奖励弹窗
|
||
-- this.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
|
||
-- if treasureType == TreasureType.PrivilegeOne then
|
||
-- elseif treasureType == TreasureType.PrivilegeTwo then
|
||
-- UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.advancedTempData.drop,1,function()
|
||
-- this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
|
||
-- -- LuckyTurnTableManager.isCanGetWorldMessage = true
|
||
-- end)
|
||
-- this.SetItemViewGray(LuckyTurnTableManager.advancedData)
|
||
-- end
|
||
end,0.5,1,true)
|
||
timer:Start()
|
||
end)
|
||
end)
|
||
end
|
||
end
|
||
|
||
--转盘滚动特效重设 1移动速度,值越小越快 2是否停止 3停止位置
|
||
function this.TurnEffectReset(turnSpeed,isStop,pos,func)
|
||
this.turnEffect:Reset(function()
|
||
if curTurnPos == 1 then
|
||
this.itemEffectIcon[8]:SetActive(false)
|
||
else
|
||
this.itemEffectIcon[curTurnPos-1]:SetActive(false)
|
||
end
|
||
if curTurnPos >= 9 then
|
||
curTurnPos = 1
|
||
end
|
||
if isStop then
|
||
if pos == curTurnPos then--如果停到对应位置
|
||
this.turnEffect:Stop()--暂停跑马灯
|
||
if func then--回调
|
||
func()
|
||
end
|
||
end
|
||
end
|
||
this.itemEffectIcon[curTurnPos]:SetActive(true)
|
||
curTurnPos = curTurnPos + 1
|
||
end,turnSpeed,-1,true)
|
||
end
|
||
|
||
--设置跑马灯物品显示 func确保先生成itemview 再置灰
|
||
function this.SetItemViewShow(data)
|
||
for i = 1, #this.itemViewList do
|
||
local tab = {PrivilegeTurnManager.dialRewardConfig[data[i].luckId].Reward[1],PrivilegeTurnManager.dialRewardConfig[data[i].luckId].Reward[2]}
|
||
this.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
|
||
end
|
||
end
|
||
|
||
--设置跑马灯物品置灰
|
||
-- function this.SetItemViewGray(data)
|
||
-- for i = 1, #data do
|
||
-- if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum ~= 0 then
|
||
-- Util.SetGray(this.itemViewList[i].gameObject,data[i].luckTimes >= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum)
|
||
-- end
|
||
-- if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum == 0 then
|
||
-- Util.SetGray(this.itemViewList[i].gameObject,false)
|
||
-- end
|
||
-- end
|
||
-- end
|
||
|
||
--探宝按钮显示
|
||
function this.SetTreasureBtnShow(oneData,moreData,icon)
|
||
this.treasureOnceText.text = GetLanguageStrById(11143)..oneData[1]..GetLanguageStrById(10054)
|
||
this.treasureOnceNum.text = oneData[2]
|
||
this.treasureOnceIcon.sprite = icon
|
||
this.treasureMultipleText.text = GetLanguageStrById(11143)..moreData[1]..GetLanguageStrById(10054)
|
||
this.treasureMultipleNum.text = moreData[2]
|
||
this.treasureMultipleIcon.sprite = icon
|
||
end
|
||
|
||
---本地检查红点 幸运高级按钮
|
||
function this.CheckRedPoint()
|
||
this.oneRed:SetActive(false)
|
||
this.twoRed:SetActive(false)
|
||
this.threeRed:SetActive(false)
|
||
this.maskRed:SetActive(false)
|
||
local index = PrivilegeTurnManager.curTreasureType
|
||
local data = PrivilegeTurnManager.GetAllData()
|
||
if data then
|
||
for key, value in pairs(data) do
|
||
if value.wheelId and value.leftTimes then
|
||
if index == value.wheelId then
|
||
if value.leftTimes > 0 then
|
||
this.maskRed:SetActive(true)
|
||
end
|
||
end
|
||
if value.wheelId == TreasureType.PrivilegeOne and PrivilegeTurnManager.curTreasureType ~= TreasureType.PrivilegeOne then
|
||
if value.leftTimes > 0 then
|
||
this.oneRed:SetActive(true)
|
||
end
|
||
elseif value.wheelId == TreasureType.PrivilegeTwo and PrivilegeTurnManager.curTreasureType ~= TreasureType.PrivilegeTwo then
|
||
if value.leftTimes > 0 then
|
||
this.twoRed:SetActive(true)
|
||
end
|
||
elseif value.wheelId == TreasureType.PrivilegeThree and PrivilegeTurnManager.curTreasureType ~= TreasureType.PrivilegeThree then
|
||
if value.leftTimes > 0 then
|
||
this.threeRed:SetActive(true)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
---设置奖盒
|
||
function this.SetRewardBox()
|
||
local privilegeScore = PrivilegeTurnManager.GetPrivilrgeTurnScore(PrivilegeTurnManager.curTreasureType)
|
||
if PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeOne then
|
||
for i = 1, 3 do
|
||
local BG1 = Util.GetGameObject(this.rewardBoxList[i],"BG1"):GetComponent("Image")
|
||
local BG2 = Util.GetGameObject(this.rewardBoxList[i],"BG1/BG2"):GetComponent("Image")
|
||
local baoxiang = Util.GetGameObject(this.rewardBoxList[i],"BG1/UI_baoxiang")
|
||
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text = PrivilegeTurnManager.boxReward_One[i].score
|
||
BG2.sprite = SetIcon(PrivilegeTurnManager.boxReward_One[i].itemId)
|
||
BG1.sprite = SetFrame(PrivilegeTurnManager.boxReward_One[i].itemId)
|
||
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(false)
|
||
|
||
--显示奖盒红点
|
||
--BG1:灰色合箱子 BG2:灰色开箱子 BG3:彩色合箱子
|
||
if privilegeScore >= PrivilegeTurnManager.boxReward_One[i].score then --设置幸运值
|
||
if PrivilegeTurnManager.GetPrivilrgeItemRewardState(PrivilegeTurnManager.curTreasureType,i-1) then
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
|
||
BG1.material = nil
|
||
BG2.material = nil
|
||
baoxiang:SetActive(true)
|
||
else--奖励已领取
|
||
BG1.material = this.material
|
||
BG2.material = this.material
|
||
baoxiang:SetActive(false)
|
||
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(true)
|
||
end
|
||
else--幸运值未超过该箱子
|
||
BG1.material = this.material
|
||
BG2.material = this.material
|
||
baoxiang:SetActive(false)
|
||
end
|
||
|
||
Util.AddOnceClick(this.rewardBoxList[i], function()
|
||
-- RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
--如果幸运值达到奖励要求值
|
||
if privilegeScore >= PrivilegeTurnManager.boxReward_One[i].score then
|
||
--奖励未领取 先请求领取
|
||
if PrivilegeTurnManager.GetPrivilrgeItemRewardState(PrivilegeTurnManager.curTreasureType, i-1) then
|
||
NetManager.PrivilegeWheelAwardRequet(PrivilegeTurnManager.curTreasureType, i-1, function(msg)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop)
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
return
|
||
end
|
||
end
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, PrivilegeTurnManager.boxReward_One[i].itemId)
|
||
end)
|
||
end
|
||
elseif PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeTwo then
|
||
for i = 1, 3 do
|
||
local BG1 = Util.GetGameObject(this.rewardBoxList[i],"BG1"):GetComponent("Image")
|
||
local BG2 = Util.GetGameObject(this.rewardBoxList[i],"BG1/BG2"):GetComponent("Image")
|
||
local baoxiang = Util.GetGameObject(this.rewardBoxList[i],"BG1/UI_baoxiang")
|
||
|
||
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text = PrivilegeTurnManager.boxReward_Two[i].score
|
||
BG2.sprite = SetIcon(PrivilegeTurnManager.boxReward_Two[i].itemId)
|
||
BG1.sprite = SetFrame(PrivilegeTurnManager.boxReward_Two[i].itemId)
|
||
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(false)
|
||
--显示红点
|
||
if privilegeScore >= PrivilegeTurnManager.boxReward_Two[i].score then
|
||
if PrivilegeTurnManager.GetPrivilrgeItemRewardState(PrivilegeTurnManager.curTreasureType,i-1) then
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
|
||
BG1.material = nil
|
||
BG2.material = nil
|
||
baoxiang:SetActive(true)
|
||
else
|
||
BG1.material = this.material
|
||
BG2.material = this.material
|
||
baoxiang:SetActive(false)
|
||
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(true)
|
||
end
|
||
else
|
||
BG1.material = this.material
|
||
BG2.material = this.material
|
||
baoxiang:SetActive(false)
|
||
end
|
||
Util.AddOnceClick(this.rewardBoxList[i], function()
|
||
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
if privilegeScore >= PrivilegeTurnManager.boxReward_One[i].score then
|
||
if PrivilegeTurnManager.GetPrivilrgeItemRewardState(PrivilegeTurnManager.curTreasureType, i-1) then
|
||
NetManager.PrivilegeWheelAwardRequet(PrivilegeTurnManager.curTreasureType, i-1,function(drop)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
return
|
||
end
|
||
end
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, PrivilegeTurnManager.boxReward_Two[i].itemId)
|
||
end)
|
||
end
|
||
elseif PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeThree then
|
||
for i = 1, 3 do
|
||
local BG1 = Util.GetGameObject(this.rewardBoxList[i], "BG1"):GetComponent("Image")
|
||
local BG2 = Util.GetGameObject(this.rewardBoxList[i], "BG1/BG2"):GetComponent("Image")
|
||
local baoxiang = Util.GetGameObject(this.rewardBoxList[i], "BG1/UI_baoxiang")
|
||
|
||
Util.GetGameObject(this.rewardBoxList[i], "Value"):GetComponent("Text").text = PrivilegeTurnManager.boxReward_Three[i].score
|
||
BG2.sprite = SetIcon(PrivilegeTurnManager.boxReward_Three[i].itemId)
|
||
BG1.sprite = SetFrame(PrivilegeTurnManager.boxReward_Three[i].itemId)
|
||
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(false)
|
||
--显示红点
|
||
if privilegeScore >= PrivilegeTurnManager.boxReward_Three[i].score then
|
||
if PrivilegeTurnManager.GetPrivilrgeItemRewardState(PrivilegeTurnManager.curTreasureType,i-1) then
|
||
Util.GetGameObject(this.rewardBoxList[i], "redPoint"):SetActive(true)
|
||
BG1.material = nil
|
||
BG2.material = nil
|
||
baoxiang:SetActive(true)
|
||
else
|
||
BG1.material = this.material
|
||
BG2.material = this.material
|
||
baoxiang:SetActive(false)
|
||
Util.GetGameObject(this.rewardBoxList[i], "yilingqu"):SetActive(true)
|
||
end
|
||
else
|
||
BG1.material = this.material
|
||
BG2.material = this.material
|
||
baoxiang:SetActive(false)
|
||
end
|
||
Util.AddOnceClick(this.rewardBoxList[i], function()
|
||
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
if privilegeScore >= PrivilegeTurnManager.boxReward_One[i].score then
|
||
if PrivilegeTurnManager.GetPrivilrgeItemRewardState(PrivilegeTurnManager.curTreasureType, i-1) then
|
||
NetManager.PrivilegeWheelAwardRequet(PrivilegeTurnManager.curTreasureType, i-1, function(drop)
|
||
PrivilegeTurnManager.SetPrivilrgeTurnData(function()
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
|
||
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
|
||
this.RrFreshInfo()
|
||
end)
|
||
end)
|
||
return
|
||
end
|
||
end
|
||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, PrivilegeTurnManager.boxReward_Three[i].itemId)
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
|
||
---刷新幸运值
|
||
function this.RefreshLuckyValue()
|
||
local data = {}
|
||
if PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeOne then
|
||
data = PrivilegeTurnManager.boxReward_One
|
||
elseif PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeTwo then
|
||
data = PrivilegeTurnManager.boxReward_Two
|
||
elseif PrivilegeTurnManager.curTreasureType == TreasureType.PrivilegeThree then
|
||
data = PrivilegeTurnManager.boxReward_Three
|
||
end
|
||
this.luckySlider.maxValue = data[#data].score
|
||
local sign = Util.GetGameObject(this.luckySlider.gameObject, "Fill/Image")
|
||
for i = 1, 3 do
|
||
this.luckySlider.value = data[i].score
|
||
local pos = sign.transform.position
|
||
this.rewardBoxList[i].transform.position = pos
|
||
local rPos = this.rewardBoxList[i].transform.localPosition
|
||
this.rewardBoxList[i].transform.localPosition = Vector3.New(rPos.x-50, rPos.y+70, 0)
|
||
end
|
||
|
||
local data = PrivilegeTurnManager.GetPrivilrgeTurnScore(PrivilegeTurnManager.curTreasureType)
|
||
this.luckySlider.minValue = 0
|
||
this.luckyValueNum.text = data
|
||
this.luckySlider.value = data
|
||
local countNum = PrivilegeTurnManager.GetTurnNums(PrivilegeTurnManager.curTreasureType)+PrivilegeTurnManager.GetPrivilegeAddTurnNums(PrivilegeTurnManager.curTreasureType)
|
||
this.countDesc.text = string.format(GetLanguageStrById(50406), PrivilegeTurnManager.GetPrivilrgeTurnCount(PrivilegeTurnManager.curTreasureType), countNum)
|
||
end
|
||
|
||
---刷新信息
|
||
function this.RrFreshInfo()
|
||
this.RefreshLuckyValue()
|
||
this.CheckRedPoint()
|
||
this.SetRewardBox()
|
||
-- RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
|
||
end
|
||
|
||
---延时遮罩 1按时间
|
||
function this.DelayMaskWithTime(delayTime)
|
||
this.maskBG.gameObject:SetActive(true)
|
||
this.allMask:SetActive(true)
|
||
local closeMask = Timer.New(function()
|
||
this.maskBG.gameObject:SetActive(false)
|
||
this.allMask:SetActive(false)
|
||
end,delayTime,1,true)
|
||
closeMask:Start()
|
||
end
|
||
|
||
---延时遮罩 1按bool
|
||
function this.DelayMaskWithBool(b)
|
||
if b then
|
||
this.maskBG.gameObject:SetActive(true)
|
||
this.allMask:SetActive(true)
|
||
else
|
||
this.maskBG.gameObject:SetActive(false)
|
||
this.allMask:SetActive(false)
|
||
end
|
||
end
|
||
|
||
return PrivilegeTurnTable |