266 lines
8.6 KiB
Lua
266 lines
8.6 KiB
Lua
--[[
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* @ClassName FirstRechargePanel
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* @Description 首充
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* @Date 2019/6/3 11:45
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* @Author MagicianJoker, fengliudianshao@outlook.com
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* @Copyright Copyright (c) 2019, MagicianJoker
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--]]
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local DayRewardItem = require("Modules/AgainRecharge/AgainDayRewardItem")
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---@class AgainRechargePanel
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local AgainRechargePanel = Inherit(BasePanel)
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local this = AgainRechargePanel
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local kMaxTab, kMaxDay = 2, 3
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local TextColorDef = {
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[1] = Color.New(255 / 255, 255 / 255, 255 / 255, 76/255),
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[2] = Color.New(255 / 255, 255 / 255, 255 / 255, 204/255)
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}
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local orginLayer
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local activityRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)
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local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local thread = nil --协程
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-- --显示英雄ID
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-- local showHeroIDs = {
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-- 10003,
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-- 10019,
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-- 10042,
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-- }
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-- local showHeroId = 10042
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--当前显示英雄的下标
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local showHeroIndex = 0
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function AgainRechargePanel:InitComponent()
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orginLayer = 0
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self.hero = Util.GetGameObject(self.transform, "hero")
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this.lihui = Util.GetGameObject(self.hero.transform, "lihuis")
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-- this.oneLihui = Util.GetGameObject(self.hero.transform, "lihui")
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this.lihuiInfo = Util.GetGameObject(self.hero.transform, "lihuiInfo")
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this.name = Util.GetGameObject(this.lihuiInfo, "name"):GetComponent("Text")
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this.pro = Util.GetGameObject(this.lihuiInfo, "pro"):GetComponent("Image")
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self.closeBtn = Util.GetGameObject(self.transform, "closeBtn")
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this.Btnback = Util.GetGameObject(this.transform, "Btnback")
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self.selectTabIndex = -1
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self.dayRewardList = {}
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for i = 1, kMaxDay do
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self.dayRewardList[i] = DayRewardItem.new(self,self.transform:Find("frame/rewardBg/rewardDay" .. i))
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end
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--bottomPart
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self.reChargeBtn = Util.GetGameObject(self.transform, "frame/rechargeBtn")
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self.reChargeTips = Util.GetGameObject(self.transform, "frame/tips"):GetComponent("Text")
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self.LeftTip = Util.GetGameObject(self.transform, "frame/Image/LeftText"):GetComponent("Text")
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self.effect = Util.GetGameObject(self.transform, "frame/effect")
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--local LeftTip = Util.GetGameObject(self.transform, "frame/Image/LeftText"):GetComponent("Text")
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--if GetChannelConfig().RechargeNum_Mode == 1 then
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-- LeftTip.Text = GetLanguageStrById(50417)
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--else
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-- LeftTip.Text = GetLanguageStrById(50419)
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--end
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-- effectAdapte(Util.GetGameObject(self.effect, "Partical/ziti mask (1)"))
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-- self.oneLihuiInfo = Util.GetGameObject(self.transform,"hero/oneLihuiInfo")
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end
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function AgainRechargePanel:BindEvent()
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Util.AddClick(self.closeBtn, function()
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self:ClosePanel()
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end)
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Util.AddClick(this.Btnback, function()
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self:ClosePanel()
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end)
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Util.AddClick(self.reChargeBtn, function()
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self:OnRechargeBtnClicked()
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end)
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end
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function AgainRechargePanel:OnSortingOrderChange()
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-- Util.AddParticleSortLayer(self.effect, self.sortingOrder - orginLayer)
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-- orginLayer = self.sortingOrder
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-- --特效穿透特殊处理
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-- for i = 1, #self.dayRewardList do
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-- self.dayRewardList[i]:OnSortingOrderChange(self.sortingOrder)
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-- end
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end
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local fun = nil
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function AgainRechargePanel:OnOpen(context,_fun)
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context = context and context or {}
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self.selectTabIndex = context.tabIndex and context.tabIndex or 1
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fun = _fun
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end
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function AgainRechargePanel:OnShow()
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self:OnTabChanged(self.selectTabIndex)
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local activityInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.AgainRecharge)
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local AccumRecharge = 0
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for _, missInfo in pairs(activityInfo.mission) do
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if missInfo and missInfo.progress then
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AccumRecharge = missInfo.progress
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end
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end
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--根据渠道配置界面显示充值金额或充值积分
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if GetChannelConfig().RechargeNum_Mode == 1 then
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self.reChargeTips.text = string.format(GetLanguageStrById(50420), AccumRecharge/1000)
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self.LeftTip.text = GetLanguageStrById(50512)
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else
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self.reChargeTips.text = string.format(GetLanguageStrById(10663), AccumRecharge/100)
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self.LeftTip.text = GetLanguageStrById(50513)
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end
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-- this.oneHeroData = ConfigManager.GetConfigData(ConfigName.HeroConfig,showHeroId)
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-- this.Onelive = LoadHerolive(this.oneHeroData,this.oneLihui.transform)
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-- Util.GetGameObject(self.oneLihuiInfo,"name"):GetComponent("Text").text = GetLanguageStrById(this.oneHeroData.ReadingName)
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-- Util.GetGameObject(self.oneLihuiInfo,"pro"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(this.oneHeroData.PropertyName))
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thread = coroutine.start(function ()
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for i = 1, 10, 0 do
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AgainSetHeroData(AgainGetHeroId())
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end
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end)
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end
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function AgainSetHeroData(heroId)
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if this.liveNode then
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UnLoadHerolive(this.heroData, this.liveNode)
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Util.ClearChild(this.lihui.transform)
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this.liveNode = nil
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end
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this.heroData = ConfigManager.GetConfigData(ConfigName.HeroConfig, tonumber(heroId))
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this.name.text = GetLanguageStrById(this.heroData.ReadingName)
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this.pro.sprite = Util.LoadSprite(GetProStrImageByProNum(this.heroData.PropertyName))
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this.liveNode = LoadHerolive(this.heroData, this.lihui.transform,true)
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local stopV3 = Vector3.New(this.heroData.Static[2], this.heroData.Static[3],0)
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local startV3 = Vector3.New(this.heroData.Static[2], this.heroData.Static[3],0)
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local endV3 = Vector3.New(this.heroData.Static[2], this.heroData.Static[3],0)
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startV3.x = 1000
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endV3.x = -1000
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DoTween.To(
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DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
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function()
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return this.liveNode.transform.localPosition
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end
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),
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DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
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function(progress)
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this.liveNode.transform.localPosition = progress
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end
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),
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stopV3,
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0.3
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):SetEase(Ease.InQuad)
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coroutine.wait(3)
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DoTween.To(
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DG.Tweening.Core.DOGetter_UnityEngine_Vector3(
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function()
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return this.liveNode.transform.localPosition
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end
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),
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DG.Tweening.Core.DOSetter_UnityEngine_Vector3(
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function(progress)
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this.liveNode.transform.localPosition = progress
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end
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),
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endV3,
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0.3
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):SetEase(Ease.InQuad)
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coroutine.wait(0.3)
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end
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local lastIndex = 0
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local curIndex = 0
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function AgainGetHeroId()
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local showHeroIDs
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if curIndex ~= lastIndex then
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showHeroIndex = 0
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lastIndex = curIndex
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end
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local heros = specialConfig[2019].Value
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showHeroIDs = string.split(heros, "#")
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showHeroIndex = showHeroIndex + 1
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if showHeroIndex > #showHeroIDs then
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showHeroIndex = 1
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end
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return showHeroIDs[showHeroIndex]
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end
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function AgainRechargePanel:OnTabClicked(index)
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if self.selectTabIndex == index then
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return
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end
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self:OnTabChanged(index)
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end
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function AgainRechargePanel:OnTabChanged(index)
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self:ShowContent(index)
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self.selectTabIndex = index
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curIndex = index
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-- this.oneLihui:SetActive(index == 0)
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-- this.lihui:SetActive(index == 2)
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-- this.oneLihuiInfo:SetActive(index == 0)
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-- this.lihuiInfo:SetActive(index == 2)
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end
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function AgainRechargePanel:ShowContent(index)
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local tempData = {}
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for _, rewardInfo in ConfigPairs(activityRewardConfig) do
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if rewardInfo.ActivityId == ActivityTypeDef.AgainRecharge then
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table.insert(tempData, rewardInfo)
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end
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end
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local day = GetTimePass(FirstRechargeManager.GetRechargeTime(tempData[1].Values[1][1]))--
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if day >=1 and FirstRechargeManager.GetAccumRechargeValue() > 0 then --可领取的话 充值按钮
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self.reChargeBtn:SetActive(false)
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else
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self.reChargeBtn:SetActive(true)
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end
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for i, dayRewardItem in ipairs(self.dayRewardList) do
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dayRewardItem:SetValue(tempData[i], self.sortingOrder)
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end
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end
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function AgainRechargePanel:OnRechargeBtnClicked()
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self:ClosePanel()
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if not ShopManager.SetMainRechargeJump() then
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JumpManager.GoJump(36008)
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else
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-- UIManager.OpenPanel(UIName.MainRechargePanel, 1)
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JumpManager.GoJump(36016)
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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 AgainRechargePanel:OnClose()
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if thread then
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coroutine.stop(thread)
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thread = nil
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end
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if fun then
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fun()
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fun = nil
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end
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if this.liveNode then
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UnLoadHerolive(this.heroData, this.liveNode)
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Util.ClearChild(this.lihui.transform)
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this.liveNode = nil
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end
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end
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return AgainRechargePanel |