253 lines
9.5 KiB
Lua
253 lines
9.5 KiB
Lua
----- 日常任务弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder = 0
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local curScore = 0--当前分数
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local treasureState = 0
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local itemsList = {}
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function this:InitComponent(gameObject)
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this.gameObject = gameObject
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this.treasureList = Util.GetGameObject(this.gameObject, "Rect")
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local v2 = this.treasureList.transform.rect
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this.itemPre = Util.GetGameObject(this.gameObject, "LevelItem")
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--设置滚动条
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.treasureList.transform,
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this.itemPre,nil,Vector2.New(v2.width,v2.height),1,1,Vector2.New(0,5))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 2
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end
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function this:BindEvent()
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
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Game.GlobalEvent:AddEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
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Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
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Game.GlobalEvent:AddEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold,this.refresh)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.BuyQinglongSerectLevelSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.TreasureOfHeaven.RechargeQinglongSerectSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose,this.Closefunction)
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Game.GlobalEvent:RemoveEvent(GameEvent.MoneyPay.OnPayResultSuccess, this.refresh)
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold,this.refresh)
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end
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this.Closefunction = function()
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Timer.New(function()
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if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
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PopupTipPanel.ShowTipByLanguageId(10029)
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parent:ClosePanel()
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return
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else
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this.refresh(false,false)
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end
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end,1):Start()
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end
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function this:OnShow(_parent)
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parent =_parent
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if not ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
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self:ClosePanel()
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return
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end
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this.refresh(true,true)
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end
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function this:OnSortingOrderChange()
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end
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function this:OnClose()
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end
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function this:OnDestroy()
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itemsList = {}
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if self.timer then
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self.timer :Stop()
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self.timer = nil
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end
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end
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this.refresh = function(isTop,isAni)
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treasureState = GrowthManualManager.GetTreasureState()--秘宝礼包状态 false:可购买 true:已购买
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GrowthManualManager.UpdateTreasureState2()
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this:showTaskList(isTop,isAni)
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CheckRedPointStatus(RedPointType.TreasureOfSl)
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end
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--任务列表
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function this:showTaskList(isTop,isAni)
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local rewardData = GrowthManualManager.GetAllRewardData()
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this.ScrollView:SetData(rewardData,function(index, rewardItem)
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this:SingleTask(rewardItem, rewardData[index])
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end,not isTop,not isAni)
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local index = 0
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if GrowthManualManager.GetLevel() == 1 then
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index = 1
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else
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for k,v in ipairs(rewardData) do
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if v.state == 1 and treasureState then
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index = k
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break
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elseif v.state == 0 and treasureState then
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index = k
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break
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elseif v.state == 0 and (not treasureState) and (k < 35) then
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index = k
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break
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elseif v.state == 0 and (not treasureState) and (k >= 35) then
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index = 35
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break
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end
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end
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if index == 0 then
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for i = #rewardData , 1 , -1 do
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if (rewardData[i].state == -1) or (rewardData[i].state == 1 and not treasureState) then
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index = i
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break
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end
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end
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end
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end
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this.ScrollView:SetIndex(index)
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end
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--单个任务
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function this:SingleTask(rewardItem, rewardSingleData)
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local scoreLevel = Util.GetGameObject(rewardItem, "Text_Level"):GetComponent("Text")
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local box1 = Util.GetGameObject(rewardItem, "ItemContent")
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local box2 = Util.GetGameObject(rewardItem, "ItemJingyingContent")
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local normalGeted = Util.GetGameObject(rewardItem,"NormalReceived")
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local eliteGeted = Util.GetGameObject(rewardItem,"EliteGeteds")
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local unlockTip = Util.GetGameObject(rewardItem,"Locks")
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unlockTip.gameObject:SetActive(not treasureState)
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if not itemsList[rewardItem] then
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itemsList[rewardItem] = {}
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end
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for i = 1, #itemsList[rewardItem] do
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itemsList[rewardItem][i].gameObject:SetActive(false)
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end
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scoreLevel.text = rewardSingleData.level
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normalGeted.gameObject:SetActive(false)
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eliteGeted.gameObject:SetActive(false)
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local SetMask = function (item,i,type)
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if type == 1 then
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if rewardSingleData.state == 1 or rewardSingleData.state == -1 then
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normalGeted.gameObject:SetActive(true)
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end
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else
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if rewardSingleData.state == -1 then
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eliteGeted.gameObject:SetActive(true)
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end
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end
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if i < 3 then
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Util.GetGameObject(eliteGeted,"EliteGeted2"):SetActive(false)
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Util.GetGameObject(unlockTip,"Lock2"):SetActive(false)
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else
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Util.GetGameObject(eliteGeted,"EliteGeted2"):SetActive(true)
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Util.GetGameObject(unlockTip,"Lock2"):SetActive(true)
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end
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end
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for i = 1, #rewardSingleData.Reward do
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if not itemsList[rewardItem][i] then
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itemsList[rewardItem][i] = SubUIManager.Open(SubUIConfig.ItemView,box1.transform)
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itemsList[rewardItem][i].gameObject:SetActive(false)
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end
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if rewardSingleData.Reward[i] then
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if rewardSingleData.Reward[i].type == 1 then
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itemsList[rewardItem][i].gameObject.transform:SetParent(box1.transform)
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else
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itemsList[rewardItem][i].gameObject.transform:SetParent(box2.transform)
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end
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itemsList[rewardItem][i].gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5,0.5)
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itemsList[rewardItem][i].gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
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itemsList[rewardItem][i].gameObject:SetActive(true)
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itemsList[rewardItem][i]:OnOpen(false, rewardSingleData.Reward[i].item, 0.65,false,false,false,sortingOrder)
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SetMask(rewardItem,i,rewardSingleData.Reward[i].type)
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else
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itemsList[rewardItem][i].gameObject:SetActive(false)
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end
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end
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--初始化按钮状态
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this:InitButtonState(rewardItem, rewardSingleData)
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end
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local type = {
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[-2] = { text = GetLanguageStrById(10348)},--未达成
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[-1] = { text = GetLanguageStrById(10350)},--已领取
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[0] = { text = GetLanguageStrById(10022)}, --领取
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[1] = { text = GetLanguageStrById(12356)}--再次领取
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}
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--初始化按钮状态
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function this:InitButtonState(rewardItem, rewardSingleData)
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rewardItem:SetActive(true)
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local go = rewardItem
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local get = Util.GetGameObject(go, "Button_Get")
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local text = Util.GetGameObject(get, "Text"):GetComponent("Text")
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local redPoint = Util.GetGameObject(go, "Button_Get/redPoint")
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local done = Util.GetGameObject(rewardItem,"Done")
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--当前任务领取情况
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local state = rewardSingleData.state
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done:SetActive(state == -1)
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get:SetActive(state ~= -1)
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redPoint:SetActive(state == 0 or (state == 1 and treasureState))
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-- get.sprite = Util.LoadSprite(type[state].sprite)
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-- get.enabled = true
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text.text = type[state].text
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-- if state == -1 then
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-- btnDeal:GetComponent("Button").enabled = false
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-- get.enabled = false
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-- else
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-- btnDeal:GetComponent("Button").enabled = true
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Util.AddOnceClick(get,function()
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this:OnBtnDealClicked(go,rewardSingleData)
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Game.GlobalEvent:DispatchEvent(GameEvent.GrowthManual.OnGrowthManualRedpointChange)
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end)
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-- end
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end
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--按钮事件
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function this:OnBtnDealClicked(rewardItem,rewardSingleData)
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if rewardSingleData.state ~= -2 then--分数达到要求
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if (rewardSingleData.state == 0) or--任务未领取
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(rewardSingleData.state == 1 and treasureState) then--任务未领取+礼包已购买
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-- if PlayerManager.level < rewardSingleData.LevelCondLimit then
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-- PopupTipPanel.ShowTip(GetLanguageStrById(10657) .. GetLanguageStrById(10782) .. rewardSingleData.LevelCondLimit)
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-- return
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-- end
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local id = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody)
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NetManager.GetActivityRewardRequest(rewardSingleData.level,id,function(msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg,1)
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--需要刷新界面
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if not treasureState then--判断是否已经购买了礼包
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GrowthManualManager.SetSingleRewardState(rewardSingleData.level,1)
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else
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GrowthManualManager.SetSingleRewardState(rewardSingleData.level,-1)
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end
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this.refresh(false,false)--刷新界面
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end)
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elseif rewardSingleData.state == 1 and (not treasureState) then----任务已领取+礼包未购买(弹出购买界面)
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UIManager.OpenPanel(UIName.GrowthManualBuyPanel)
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end
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else--分数未达到要求
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PopupTipPanel.ShowTip(GetLanguageStrById(11989))
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end
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end
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return this |