sk-client/Assets/ManagedResources/~Lua/Modules/ActivityGift/OpenSeverWelfarePanel.lua

251 lines
10 KiB
Lua

require("Base/BasePanel")
OpenSeverWelfarePanel = Inherit(BasePanel)
local this = OpenSeverWelfarePanel
local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
local sortingOrder
local isFirstOn = true --是否首次打开页面
--初始化组件(用于子类重写)
function OpenSeverWelfarePanel:InitComponent()
this.closeBtn = Util.GetGameObject(self.transform, "closeBtn")
this.titleText = Util.GetGameObject(self.transform, "BG/Text"):GetComponent("Text")
this.timeText = Util.GetGameObject(self.transform, "timeText"):GetComponent("Text")
this.timeTextGo = Util.GetGameObject(self.transform, "timeText")
this.rewardPre = Util.GetGameObject(self.gameObject, "rewardPre")
local v = Util.GetGameObject(self.gameObject, "rect"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,
Util.GetGameObject(self.gameObject, "rect").transform,
this.rewardPre, nil, Vector2.New(v.width, v.height), 1, 1, Vector2.New(0, 10))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoviceItemList = {} --存储itemview 重复利用
end
--绑定事件(用于子类重写)
function OpenSeverWelfarePanel:BindEvent()
Util.AddClick(this.closeBtn, function()
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function OpenSeverWelfarePanel:AddListener()
end
--移除事件监听(用于子类重写)
function OpenSeverWelfarePanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function OpenSeverWelfarePanel:OnOpen(...)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function OpenSeverWelfarePanel:OnShow()
isFirstOn = true
this.OnShowPanelData()
end
function OpenSeverWelfarePanel:OnSortingOrderChange()
sortingOrder = self.sortingOrder
for i, v in pairs(this.NoviceItemList) do
for j = 1, #this.NoviceItemList[i] do
if this.NoviceItemList[i][j] and this.NoviceItemList[i][j].gameObject then
this.NoviceItemList[i][j]:SetEffectLayer(self.sortingOrder)
end
end
end
end
local isShowNeedGetUpTextId = 0
local activityData = {}
function this.OnShowPanelData()
this.titleText.text = GetLanguageStrById(10026)
activityData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.OpenSeverWelfare)
isShowNeedGetUpTextId = 0
local allActivity = {}
if activityData then
this.RemainTimeDown(this.timeTextGo, this.timeText, activityData.endTime - GetTimeStamp())
ActivityGiftManager.OpenSeverWelfareRewardTabsSort(activityData.mission)
this.ScrollView:SetData(activityData.mission, function(index, go)
this.SingleDataShow(go, activityData.mission[index])
allActivity[index] = go
end)
end
if isFirstOn then
isFirstOn = false
DelayCreation(allActivity)
end
end
function this.SingleDataShow(go, rewardData)
local activityRewardGo = go
-- activityRewardGo:SetActive(true)
local sConFigData = activityRewardConfig[rewardData.missionId]
local titleText = Util.GetGameObject(activityRewardGo, "titleImage/titleText"):GetComponent("Text")
titleText.text = GetLanguageStrById(sConFigData.ContentsShow)
local itemGroup = Util.GetGameObject(activityRewardGo, "content")
--滚动条复用重设itemview
if this.NoviceItemList[go] then
for i = 1, 4 do
this.NoviceItemList[go][i].gameObject:SetActive(false)
end
for i = 1, #sConFigData.Reward do
if this.NoviceItemList[go][i] then
this.NoviceItemList[go][i]:OnOpen(false, { sConFigData.Reward[i][1], sConFigData.Reward[i][2] }, 0.65,
false, false, true, sortingOrder)
this.NoviceItemList[go][i].gameObject:SetActive(true)
end
end
else
this.NoviceItemList[go] = {}
for i = 1, 4 do
this.NoviceItemList[go][i] = SubUIManager.Open(SubUIConfig.ItemView, itemGroup.transform)
this.NoviceItemList[go][i].gameObject:SetActive(false)
end
for i = 1, #sConFigData.Reward do
this.NoviceItemList[go][i]:OnOpen(false, { sConFigData.Reward[i][1], sConFigData.Reward[i][2] }, 0.65, false,
false, true, sortingOrder)
this.NoviceItemList[go][i].gameObject:SetActive(true)
end
end
local lingquButton = Util.GetGameObject(activityRewardGo.gameObject, "lingquButton")
Util.GetGameObject(lingquButton.gameObject, "redPoint"):SetActive(false)
local qianwangButton = Util.GetGameObject(activityRewardGo.gameObject, "qianwangButton")
local getFinishText = Util.GetGameObject(activityRewardGo.gameObject, "getFinishText")
local getRewardProgress = Util.GetGameObject(activityRewardGo.gameObject, "getRewardProgress")
local needGetUpText = Util.GetGameObject(activityRewardGo.gameObject, "needGetUpText")
local state = rewardData.state
local value = sConFigData.Values[1][1]
local isPass = FightPointPassManager.IsFightPointPass(value)
lingquButton:SetActive(state == 0 and isPass)
qianwangButton:SetActive(state == 0 and not isPass)
getFinishText:SetActive(state == 1)
needGetUpText:SetActive(state == 0)
if isShowNeedGetUpTextId == 0 and state == 0 or isShowNeedGetUpTextId == rewardData.missionId then
isShowNeedGetUpTextId = rewardData.missionId
needGetUpText:SetActive(false)
end
getRewardProgress:SetActive(state == 0)
if state == 0 and isPass then
getRewardProgress:GetComponent("Text").text = "(1/1)"
else
getRewardProgress:GetComponent("Text").text = "(0/1)"
end
Util.AddOnceClick(qianwangButton, function()
if sConFigData.Jump then
JumpManager.GoJump(sConFigData.Jump[1])
end
end)
Util.AddOnceClick(lingquButton, function()
if isShowNeedGetUpTextId ~= rewardData.missionId then
PopupTipPanel.ShowTipByLanguageId(10027)
return
end
NetManager.GetActivityRewardRequest(rewardData.missionId, activityData.activityId, function(drop)
--ActivityGiftManager.GetActivityRewardRequest(ActivityTypeDef.OpenSeverWelfare,rewardData.missionId, function(msg)
--获得英雄表现
LogError("领取奖励:"..tostring(rewardData.missionId))
if drop.Hero ~= nil and #drop.Hero > 0 then
local itemDataList = {}
local itemDataStarList = {}
this.gameObject:SetActive(false)
local box = Util.GetGameObject(this.gameObject.transform.parent,
"FightPointPassMainPanel/Bg/getBoxReward")
box:SetActive(false)
for i = 1, #drop.Hero do
local heroData = ConfigManager.TryGetConfigDataByKey(ConfigName.HeroConfig, "Id", drop.Hero[i]
.heroId)
if heroData.Material == 1 then
else
table.insert(itemDataList, heroData)
table.insert(itemDataStarList, drop.Hero[i].star)
end
end
if #itemDataList > 0 then
UIManager.OpenPanel(UIName.PublicGetHeroPanel, itemDataList, itemDataStarList, function()
box:SetActive(true)
this.gameObject:SetActive(true)
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
this.OnShowPanelData()
Game.GlobalEvent:DispatchEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint)
if rewardData.missionId == 10004 and PlayerPrefs.GetInt("CommentReward", 0) == 0 then
SubmitExtraData({ type = SDKSubMitType.TYPE_PINGJIA })
end
end)
end)
else
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
this.OnShowPanelData()
Game.GlobalEvent:DispatchEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint)
if rewardData.missionId == 10004 and PlayerPrefs.GetInt("CommentReward", 0) == 0 then
SubmitExtraData({ type = SDKSubMitType.TYPE_PINGJIA })
end
end)
end
else
UIManager.OpenPanel(UIName.RewardItemPopup, drop, 1, function()
this.OnShowPanelData()
Game.GlobalEvent:DispatchEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint)
if rewardData.missionId == 10004 and PlayerPrefs.GetInt("CommentReward", 0) == 0 then
SubmitExtraData({ type = SDKSubMitType.TYPE_PINGJIA })
end
end)
end
end)
end)
end
this.timer = Timer.New()
--刷新倒计时显示
function this.RemainTimeDown(_timeTextExpertgo, _timeTextExpert, timeDown)
if timeDown > 0 then
if _timeTextExpertgo then
_timeTextExpertgo:SetActive(true)
end
if _timeTextExpert then
_timeTextExpert.text = GetLanguageStrById(50012) .. GetLeftTimeStrByDeltaTime2(timeDown)
end
if this.timer then
this.timer:Stop()
this.timer = nil
end
this.timer = Timer.New(function()
if _timeTextExpert then
_timeTextExpert.text = GetLanguageStrById(50012) .. GetLeftTimeStrByDeltaTime2(timeDown)
end
if timeDown < 0 then
if _timeTextExpertgo then
_timeTextExpertgo:SetActive(false)
end
this.timer:Stop()
this.timer = nil
end
timeDown = timeDown - 1
end, 1, -1, true)
this.timer:Start()
else
if _timeTextExpertgo then
_timeTextExpertgo:SetActive(false)
end
end
end
--界面关闭时调用(用于子类重写)
function OpenSeverWelfarePanel:OnClose()
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
--界面销毁时调用(用于子类重写)
function OpenSeverWelfarePanel:OnDestroy()
end
return OpenSeverWelfarePanel