sk-client/Assets/ManagedResources/~Lua/Modules/Mission/MissionDailyPanel_Achieveme...

200 lines
7.0 KiB
Lua

----- 日常任务弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder = 0
local fun
--item容器
local itemList = {}
local curAllData = {}
local achievementConfig = ConfigManager.GetConfig(ConfigName.AchievementConfig)
local itemGrid = {}
local allAvailableAchievement = {}
function this:InitComponent(gameObject)
this.rewardPre = Util.GetGameObject(gameObject, "rewardPre")
local v = Util.GetGameObject(gameObject, "rect"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "rect").transform,
this.rewardPre, nil, Vector2.New(v.width, v.height), 1, 1, Vector2.New(0,0))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.NoviceItemList = {}--存储itemview 重复利用
this.receiveAllBtn = Util.GetGameObject(gameObject, "receiveAllBtn")
end
function this:BindEvent()
Util.AddClick(this.receiveAllBtn, function()
NetManager.TakeMissionAllRewardRequest(TaskTypeDef.Achievement,function (msg)
if msg.drop == nil then return end
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
for i = 1,#msg.missionIds do
TaskManager.SetTypeTaskState(TaskTypeDef.Achievement, msg.missionIds[i], 2)
end
this.OnShowPanelData()
end)
end)
end)
end
function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Task.Achievement, this.OnShowPanelData)
end
function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Task.Achievement, this.OnShowPanelData)
end
function this:OnShow(_parent,...)
parent = _parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local args = {...}
fun = args[1]
this.OnShowPanelData()
end
function this:OnSortingOrderChange(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(sortingOrder)
end
end
end
end
function this.OnShowPanelData()
local curAllData = TaskManager.GetCurShowAllAchievementData(TaskTypeDef.Achievement)
local AllData = {}
-- local allAchievement = {}
allAvailableAchievement = {}
for i, v in pairs(curAllData) do
table.insert(AllData,v)
end
this.RewardTabsSort(AllData)
this.ScrollView:SetData(AllData, function (index, go)
this.SingleDataShow(go, AllData[index])
-- allAchievement[index] = go
end)
Util.SetGray(this.receiveAllBtn,#allAvailableAchievement == 0)
this.receiveAllBtn:GetComponent("Button").enabled = (#allAvailableAchievement ~= 0)
-- DelayCreation(allAchievement)
end
function this.SingleDataShow(go,rewardData)
-- go:SetActive(true)
local sConFigData = achievementConfig[rewardData.missionId]
local titleText = Util.GetGameObject(go, "titleImage/titleText"):GetComponent("Text")
titleText.text = GetLanguageStrById(sConFigData.ContentsShow)
local itemGroup = Util.GetGameObject(go, "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]}, 0.55,false,false,false,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]}, 0.55,false,false,false,sortingOrder)
this.NoviceItemList[go][i].gameObject:SetActive(true)
end
end
local receiveBtn = Util.GetGameObject(go.gameObject, "receiveBtn")
local goBtn = Util.GetGameObject(go.gameObject, "goBtn")
local Received = Util.GetGameObject(go.gameObject, "Received")
local getRewardProgressSlider = Util.GetGameObject(go.gameObject, "getRewardProgress")
local getRewardProgress = Util.GetGameObject(go.gameObject, "getRewardProgress/Txt")
local state = rewardData.state
local value = sConFigData.Values[2][1]
receiveBtn:SetActive(state == 1)
goBtn:SetActive(state == 0)
Received:SetActive(state == 2)
if state == 2 then
getRewardProgressSlider:SetActive(false)
-- TaskManager.SetTypeTaskState(TaskTypeDef.Achievement, rewardData.missionId, 2)
-- go:SetActive(false)
else
local str = PrintWanNum4(math.abs(rewardData.progress)).."/"..PrintWanNum4(math.abs(value))
local value = math.abs(rewardData.progress)/math.abs(value)
if sConFigData.Type == 37 then
if state == 0 then
value = 0
str = "0/"..1
elseif state == 1 then
value = 1
str = "1/"..1
end
end
getRewardProgressSlider:SetActive(true)
getRewardProgressSlider:GetComponent("Slider").value = value
getRewardProgress:GetComponent("Text").text = str
end
Util.AddOnceClick(goBtn, function()
if sConFigData.Jump then
JumpManager.GoJump(sConFigData.Jump[1])
end
end)
Util.AddOnceClick(receiveBtn, function()
NetManager.TakeMissionRewardRequest(TaskTypeDef.Achievement,rewardData.missionId, function(msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
TaskManager.SetTypeTaskState(TaskTypeDef.Achievement, rewardData.missionId, 2)
this.OnShowPanelData()
end)
end)
end)
if state == 1 then
if this.IsAvailableAchievement(rewardData.missionId) then
table.insert(allAvailableAchievement,rewardData.missionId)
end
end
end
--判断是否含有这个已完成的成就
function this.IsAvailableAchievement(missionId)
for i = 1,#allAvailableAchievement do
if allAvailableAchievement[i] == missionId then
return false
end
end
return true
end
local sortTable = {
[1] = 2,
[2] = 0,
[0] = 1,
}
function this.RewardTabsSort(missions)
table.sort(missions,function(a,b)
if a.state == b.state then
return a.missionId < b.missionId
else
return sortTable[a.state] > sortTable[b.state]
end
end)
end
function this:OnClose()
end
function this:OnDestroy()
end
return this