sk-client/Assets/ManagedResources/~Lua/Modules/FirstRecharge/FirstRechargePanel.lua

330 lines
11 KiB
Lua

--[[
* @ClassName FirstRechargePanel
* @Description 首充
* @Date 2019/6/3 11:45
* @Author MagicianJoker, fengliudianshao@outlook.com
* @Copyright Copyright (c) 2019, MagicianJoker
--]]
local DayRewardItem = require("Modules/FirstRecharge/DayRewardItem")
---@class FirstRechargePanel
local FirstRechargePanel = Inherit(BasePanel)
local this = FirstRechargePanel
local kMaxTab, kMaxDay = 2, 3
local TextColorDef = {
[1] = Color.New(255 / 255, 255 / 255, 255 / 255, 76/255),
[2] = Color.New(255 / 255, 255 / 255, 255 / 255, 204/255)
}
local orginLayer
local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local thread = nil --协程
-- --显示英雄ID
-- local showHeroIDs = {
-- 10003,
-- 10019,
-- 10042,
-- }
-- local showHeroId = 10042
--当前显示英雄的下标
local showHeroIndex = 0
local shift = {}--档位
function FirstRechargePanel:InitComponent()
orginLayer = 0
self.hero = Util.GetGameObject(self.transform, "hero")
this.lihui = Util.GetGameObject(self.hero.transform, "lihuis")
-- this.oneLihui = Util.GetGameObject(self.hero.transform, "lihui")
this.lihuiInfo = Util.GetGameObject(self.hero.transform, "lihuiInfo")
this.name = Util.GetGameObject(this.lihuiInfo, "name"):GetComponent("Text")
this.pro = Util.GetGameObject(this.lihuiInfo, "pro"):GetComponent("Image")
self.closeBtn = Util.GetGameObject(self.transform, "closeBtn")
this.Btnback = Util.GetGameObject(this.transform, "Btnback")
self.tabs = {}
self.selectTabs = {}
self.tabTitles = {}
self.tabRedPoint = {}
for i = 1, kMaxTab do
self.tabs[i] = Util.GetGameObject(self.transform, "frame/tabsContent/tabs_" .. i)
self.selectTabs[i] = Util.GetGameObject(self.tabs[i], "selected")
self.tabTitles[i] = Util.GetGameObject(self.tabs[i], "title"):GetComponent("Text")
self.tabRedPoint[i] = Util.GetGameObject(self.tabs[i], "redPoint")
local tip = Util.GetGameObject(self.selectTabs[i], "Tips1"):GetComponent("Text")
if GetChannelConfig().RechargeNum_Mode == 1 then
if i == 1 then
tip.text = GetLanguageStrById(50417)
else
tip.text = GetLanguageStrById(50419)
end
else
if i == 1 then
tip.text = GetLanguageStrById(50416)
else
tip.text = GetLanguageStrById(50418)
end
end
end
self.selectTabIndex = -1
self.dayRewardList = {}
for i = 1, kMaxDay do
self.dayRewardList[i] = DayRewardItem.new(self,self.transform:Find("frame/rewardBg/rewardDay" .. i))
end
--bottomPart
self.reChargeBtn = Util.GetGameObject(self.transform, "frame/rechargeBtn")
self.reChargeTips = Util.GetGameObject(self.transform, "frame/tips"):GetComponent("Text")
self.effect = Util.GetGameObject(self.transform, "frame/effect")
-- effectAdapte(Util.GetGameObject(self.effect, "Partical/ziti mask (1)"))
-- self.oneLihuiInfo = Util.GetGameObject(self.transform,"hero/oneLihuiInfo")
shift = FirstRechargeManager.GetRechargeShift()
end
function FirstRechargePanel:BindEvent()
Util.AddClick(self.closeBtn, function()
self:ClosePanel()
end)
Util.AddClick(this.Btnback, function()
self:ClosePanel()
end)
Util.AddClick(self.reChargeBtn, function()
self:OnRechargeBtnClicked()
end)
for i = 1, kMaxTab do
Util.AddClick(self.tabs[i], function()
self:OnTabClicked(i)
end)
end
end
function FirstRechargePanel:OnSortingOrderChange()
Util.AddParticleSortLayer(self.effect, self.sortingOrder - orginLayer)
orginLayer = self.sortingOrder
--特效穿透特殊处理
for i = 1, #self.dayRewardList do
self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
end
end
local fun = nil
function FirstRechargePanel:OnOpen(context,_fun)
context = context and context or {}
self.selectTabIndex = context.tabIndex and context.tabIndex or 1
fun = _fun
end
function FirstRechargePanel:OnShow()
self:OnTabChanged(self.selectTabIndex)
local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FirstRecharge)
local AccumRecharge = 0
for _, missInfo in pairs(activityInfo.mission) do
if missInfo and missInfo.progress then
AccumRecharge = missInfo.progress
end
end
--根据渠道配置界面显示充值金额或充值积分
if GetChannelConfig().RechargeNum_Mode == 1 then
self.reChargeTips.text = string.format(GetLanguageStrById(50420), AccumRecharge/1000)
else
self.reChargeTips.text = string.format(GetLanguageStrById(10663), AccumRecharge/100)
end
if AccumRecharge/1000 >= 100 then
self.reChargeBtn:SetActive(false)
else
self.reChargeBtn:SetActive(true)
end
for i = 1, kMaxTab do
self:SetTabRedPointStatus(i)
end
-- this.oneHeroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,showHeroId)
-- this.Onelive = LoadHerolive(this.oneHeroData,this.oneLihui.transform)
-- Util.GetGameObject(self.oneLihuiInfo,"name"):GetComponent("Text").text = GetLanguageStrById(this.oneHeroData.ReadingName)
-- Util.GetGameObject(self.oneLihuiInfo,"pro"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(this.oneHeroData.PropertyName))
SetHeroData(GetHeroId())
--随机英雄
--thread = coroutine.start(function ()
--for i = 1, 10, 0 do
--SetHeroData(GetHeroId())
--end
--end)
end
function SetHeroData(heroId)
if this.liveNode then
UnLoadHerolive(this.heroData, this.liveNode)
Util.ClearChild(this.lihui.transform)
this.liveNode = nil
end
this.heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig, tonumber(heroId))
this.name.text = GetLanguageStrById(this.heroData.ReadingName)
this.pro.sprite = Util.LoadSprite(GetProStrImageByProNum(this.heroData.PropertyName))
this.liveNode = LoadHerolive(this.heroData, this.lihui.transform)
--随机英雄
--[[
local stopV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2],0)
local startV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2],0)
local endV3 = Vector3.New(this.heroData.Position[1], this.heroData.Position[2],0)
startV3.x = 1000
endV3.x = -1000
DoTween.To(
DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
function()
return this.liveNode.transform.localPosition
end
),
DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
function(progress)
this.liveNode.transform.localPosition = progress
end
),
stopV3,
0.3
):SetEase(Ease.InQuad)
coroutine.wait(3)
DoTween.To(
DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
function()
return this.liveNode.transform.localPosition
end
),
DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
function(progress)
this.liveNode.transform.localPosition = progress
end
),
endV3,
0.3
):SetEase(Ease.InQuad)
]]
coroutine.wait(0.3)
end
local lastIndex = 0
local curIndex = 0
function GetHeroId()
local showHeroIDs
if curIndex ~= lastIndex then
showHeroIndex = 0
lastIndex = curIndex
end
local heros = string.split(specialConfig[2011].Value, "|")
showHeroIDs = string.split(heros[curIndex], "#")
showHeroIndex = showHeroIndex + 1
if showHeroIndex > #showHeroIDs then
showHeroIndex = 1
end
return showHeroIDs[showHeroIndex]
end
function FirstRechargePanel:OnTabClicked(index)
if self.selectTabIndex == index then
return
end
self:OnTabChanged(index)
end
function FirstRechargePanel:OnTabChanged(index)
for i, select in ipairs(self.selectTabs) do
select:SetActive(i == index)
end
for i, title in ipairs(self.tabTitles) do
title.color = i == index and TextColorDef[2] or TextColorDef[1]
end
self:ShowContent(index)
self.selectTabIndex = index
curIndex = index
-- this.oneLihui:SetActive(index == 0)
-- this.lihui:SetActive(index == 2)
-- this.oneLihuiInfo:SetActive(index == 0)
-- this.lihuiInfo:SetActive(index == 2)
end
function FirstRechargePanel:ShowContent(index)
local tempData = {}
for _, rewardInfo in ConfigPairs(activityRewardConfig) do
if rewardInfo.ActivityId == ActivityTypeDef.FirstRecharge and
-- rewardInfo.Values[1][2] == IndexValueDef[index] then
rewardInfo.Values[1][2] == shift[index] then
table.insert(tempData, rewardInfo)
end
end
for i, dayRewardItem in ipairs(self.dayRewardList) do
dayRewardItem:SetValue(tempData[i], self.sortingOrder)
end
end
function FirstRechargePanel:OnRechargeBtnClicked()
self:ClosePanel()
if not ShopManager.SetMainRechargeJump() then
JumpManager.GoJump(36008)
else
-- UIManager.OpenPanel(UIName.MainRechargePanel, 1)
JumpManager.GoJump(36006)
end
end
function FirstRechargePanel:SetTabRedPointStatus(tabIndex)
local redPointStatus = false
if tabIndex == 1 then
redPointStatus = redPointStatus or FirstRechargeManager.GetSixMoneyTabRedPointStatus()
else
redPointStatus = redPointStatus or FirstRechargeManager.GetHundredTabRedPointStatus()
end
self.tabRedPoint[tabIndex]:SetActive(redPointStatus)
end
--界面关闭时调用(用于子类重写)
function FirstRechargePanel:OnClose()
if FirstRechargeManager.GetFirstRewardState() then
local AgainRechargePanelisEject = PlayerPrefs.GetInt(PlayerManager.uid .. "AgainRechargePanelisEject") == 0
if AgainRechargePanelisEject then
PlayerPrefs.SetInt(PlayerManager.uid .. "AgainRechargePanelisEject", 1)
UIManager.OpenPanel(UIName.AgainRechargePanel)
end
end
if thread then
coroutine.stop(thread)
thread = nil
end
if fun then
fun()
fun = nil
end
if this.liveNode then
UnLoadHerolive(this.heroData, this.liveNode)
Util.ClearChild(this.lihui.transform)
this.liveNode = nil
end
-- if this.Onelive then
-- UnLoadHerolive(this.oneHeroData, this.Onelive)
-- Util.ClearChild(this.oneLihui.transform)
-- this.Onelive = nil
-- end
end
--界面销毁时调用(用于子类重写)
function FirstRechargePanel:OnDestroy()
if this.liveNode then
UnLoadHerolive(this.heroData, this.liveNode)
Util.ClearChild(this.lihui.transform)
this.liveNode = nil
end
end
return FirstRechargePanel