456 lines
19 KiB
Lua
456 lines
19 KiB
Lua
require("Base/BasePanel")
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WarPowerSortPanel = Inherit(BasePanel)
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local activityRewardGrid = {}
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local activityRewardGridItemView = {}
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local warPowerRewardGrid = {}
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local warPowerRewardGridItemView = {}
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local tabsBtn = {}
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local WarPowerRewardTabs = {}
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local page = 1
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local warPowerSortbackData = {}
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local myWarPower = 0
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local myWarPowerSortNum = 0
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local heroSId = 0
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--初始化组件(用于子类重写)
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function WarPowerSortPanel:InitComponent()
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self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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self.heroIcon = Util.GetGameObject(self.gameObject, "downGo/heroInfoBtn/heroIcon"):GetComponent("Image")
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self.activityRewardGo = Util.GetGameObject(self.gameObject, "downGo/activityRewardGo")
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self.activityRewardGridGo = Util.GetGameObject(self.gameObject, "downGo/activityRewardGo/rect/rect (1)/grid")
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self.activityRewardPre = Util.GetGameObject(self.gameObject, "downGo/activityRewardGo/rewardPre")
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self.timeTextActivityRewardGo = Util.GetGameObject(self.gameObject, "downGo/activityRewardGo/timeText")
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self.timeTextActivityReward = Util.GetGameObject(self.gameObject, "downGo/activityRewardGo/timeText/timeText"):GetComponent("Text")
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self.timeTextWarPowerRewardGo = Util.GetGameObject(self.gameObject, "downGo/warPowerRewardGo/timeText")
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self.timeTextWarPowerReward = Util.GetGameObject(self.gameObject, "downGo/warPowerRewardGo/timeText/timeText"):GetComponent("Text")
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self.warPowerRewardGo = Util.GetGameObject(self.gameObject, "downGo/warPowerRewardGo")
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self.warPowerRewardGridGo = Util.GetGameObject(self.gameObject, "downGo/warPowerRewardGo/rect/rect (1)/grid")
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self.warPowerRewardPre = Util.GetGameObject(self.gameObject, "downGo/warPowerRewardGo/rewardPre")
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activityRewardGrid = {}
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warPowerRewardGrid = {}
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activityRewardGridItemView = {}
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warPowerRewardGridItemView = {}
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for i = 1, 5 do
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activityRewardGrid[i] = Util.GetGameObject(self.activityRewardGo, "rect/rect (1)/grid/rewardPre ("..i..")")
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warPowerRewardGrid[i] = Util.GetGameObject(self.warPowerRewardGo, "rect/rect (1)/grid/rewardPre ("..i..")")
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activityRewardGridItemView[i] = {}
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warPowerRewardGridItemView[i] = {}
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for j = 1, 3 do --初始缓存3个
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activityRewardGridItemView[i][j] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGrid[i], "content").transform)
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warPowerRewardGridItemView[i][j] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(warPowerRewardGrid[i], "content").transform)
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end
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end
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for i = 1, 3 do
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tabsBtn[i] = Util.GetGameObject(self.gameObject, "downGo/Tabs/Btn ("..i..")")
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end
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self.selectBtn = Util.GetGameObject(self.gameObject, "downGo/Tabs/selectBtn")
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self.activitySortGo = Util.GetGameObject(self.gameObject, "downGo/activitySortGo")
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self.activitySortGrid = Util.GetGameObject(self.gameObject, "downGo/activitySortGo/rect")
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self.sortPre = Util.GetGameObject(self.gameObject, "downGo/activitySortGo/sortPre")
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-- 创建循环列表
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.activitySortGrid.transform,
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self.sortPre, nil, Vector2.New(986.21, 945.24), 1, 1, Vector2.New(15, 0))
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self.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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self.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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self.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 1
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self.myWarPower = Util.GetGameObject(self.gameObject, "downGo/activitySortGo/info/warPower/warPower"):GetComponent("Text")
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self.mysortNum = Util.GetGameObject(self.gameObject, "downGo/activitySortGo/info/sortNum/sortNum"):GetComponent("Text")
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self.heroInfoBtn = Util.GetGameObject(self.gameObject, "downGo/heroInfoBtn")
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self.Btn2RedPoint = Util.GetGameObject(self.gameObject, "downGo/Tabs/Btn (2)/redPoint")
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end
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--绑定事件(用于子类重写)
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function WarPowerSortPanel:BindEvent()
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Util.AddClick(self.btnBack, function()
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self:ClosePanel()
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end)
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for i = 1, #tabsBtn do
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Util.AddClick(tabsBtn[i], function()
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self:OnShowData(i)
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end)
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end
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Util.AddClick(self.heroInfoBtn, function()
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if heroSId > 0 then
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,heroSId,10)
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end
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end)
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BindRedPointObject(RedPointType.WarPowerSort_Sort, self.Btn2RedPoint)
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end
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--添加事件监听(用于子类重写)
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function WarPowerSortPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, self.RefreshActivityBtn,self)
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end
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--移除事件监听(用于子类重写)
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function WarPowerSortPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, self.RefreshActivityBtn,self)
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end
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--界面打开时调用(用于子类重写)
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function WarPowerSortPanel:OnOpen(...)
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SoundManager.PlayMusic(SoundConfig.BGM_Rank)
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function WarPowerSortPanel:OnShow()
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page = self:GetPriorityIndex()
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self:OnShowData(page)
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self:SetSelectBtn(page)
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warPowerSortbackData = {}
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self:RequestWarPowerSortDatas(true)
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end
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function WarPowerSortPanel:OnShowData(_type)
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self.activityRewardGo:SetActive(false)
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self.warPowerRewardGo:SetActive(false)
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self.activitySortGo:SetActive(false)
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local activityRewardConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ActivityRewardConfig, "ActivityId", ActivityTypeDef.WarPowerSort,
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"Sort", 1)
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heroSId = activityRewardConfig.Drawing
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self.heroIcon.sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.HeroConfig,heroSId).Icon))
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if _type == 1 then
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self:ActivityRewardShow()
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elseif _type == 2 then
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self:WarPowerRewardShow()
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elseif _type == 3 then
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self:ActivitySortShow()
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self.activitySortGo:SetActive(true)
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end
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end
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function WarPowerSortPanel:OnSortingOrderChange()
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--特效穿透特殊处理
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for i = 1, #activityRewardGridItemView do
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for j = 1, #activityRewardGridItemView[i] do
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activityRewardGridItemView[i][j]:SetEffectLayer(self.sortingOrder)
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end
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end
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for i = 1, #warPowerRewardGridItemView do
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for j = 1, #warPowerRewardGridItemView[i] do
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warPowerRewardGridItemView[i][j]:SetEffectLayer(self.sortingOrder)
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end
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end
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end
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--活动奖励1
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function WarPowerSortPanel:ActivityRewardShow()
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local rewardTabs = {}
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for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ActivityRewardConfig)) do
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if v.ActivityId == ActivityTypeDef.WarPowerSort then
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table.insert(rewardTabs,v)
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end
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end
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local WarPowerSort = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.WarPowerSort)
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if WarPowerSort then
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self:SetSelectBtn(1)
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self.activityRewardGo:SetActive(true)
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self:RemainTimeDown(WarPowerSort.endTime - GetTimeStamp(),self.timeTextActivityRewardGo,self.timeTextActivityReward)
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for i = 1, math.max(#rewardTabs, #activityRewardGrid) do
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local go = activityRewardGrid[i]
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if not go then
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go = newObject(self.activityRewardPre)
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go.transform:SetParent(self.activityRewardGridGo.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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activityRewardGrid[i] = go
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activityRewardGridItemView[i] = {}
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for j = 1, 3 do --初始缓存3个
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activityRewardGridItemView[i][j] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(activityRewardGrid[i], "content").transform)
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end
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end
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go.gameObject:SetActive(false)
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end
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for i = 1, #rewardTabs do
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self:ActivityRewardSingleShow(activityRewardGrid[i],rewardTabs[i],i)
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end
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else
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PopupTipPanel.ShowTipByLanguageId(10029)
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end
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end
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--活动奖励2
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function WarPowerSortPanel:ActivityRewardSingleShow(activityRewardGo,rewardData,index)
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activityRewardGo:SetActive(true)
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local titleText = Util.GetGameObject(activityRewardGo, "titleText"):GetComponent("Text")
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if rewardData.Values[1][1] == rewardData.Values[1][2] then
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titleText.text = GetLanguageStrById(10030)..rewardData.Values[1][1]..GetLanguageStrById(10031)..rewardData.Values[1][3]
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else
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titleText.text = GetLanguageStrById(10030)..rewardData.Values[1][1]..GetLanguageStrById(10032)..rewardData.Values[1][2]..GetLanguageStrById(10031)..rewardData.Values[1][3]
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end
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local content = Util.GetGameObject(activityRewardGo, "content")
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for i = 1, math.max(#activityRewardGridItemView[index], #rewardData.Reward) do
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local go = activityRewardGridItemView[index][i]
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if not go then
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go = SubUIManager.Open(SubUIConfig.ItemView, content.transform)
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activityRewardGridItemView[index][i] = go
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end
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go:OnOpen(false,rewardData.Reward[i],0.9,false,false,false,self.sortingOrder)
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end
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--Util.ClearChild(content.transform)
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--for i = 1, #rewardData.Reward do
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-- SubUIManager.Open(SubUIConfig.ItemView, content.transform):OnOpen(false,rewardData.Reward[i],0.9,false,false,false,self.sortingOrder)
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--end
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end
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--战力奖励1
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function WarPowerSortPanel:WarPowerRewardShow()
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WarPowerRewardTabs = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.WarPowerReach)
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if WarPowerRewardTabs then
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self:SetSelectBtn(2)
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self.warPowerRewardGo:SetActive(true)
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self:RemainTimeDown(WarPowerRewardTabs.endTime - GetTimeStamp(),self.timeTextWarPowerRewardGo,self.timeTextWarPowerReward)
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for i = 1, math.max(#WarPowerRewardTabs.mission, #warPowerRewardGrid) do
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local go = warPowerRewardGrid[i]
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if not go then
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go = newObject(self.warPowerRewardPre)
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go.transform:SetParent(self.warPowerRewardGridGo.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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warPowerRewardGrid[i] = go
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warPowerRewardGridItemView[i] = {}
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for j = 1, 3 do --初始缓存3个
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warPowerRewardGridItemView[i][j] = SubUIManager.Open(SubUIConfig.ItemView, Util.GetGameObject(warPowerRewardGrid[i], "content").transform)
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end
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end
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go.gameObject:SetActive(false)
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end
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self:WarPowerRewardTabsChangState()
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self:WarPowerRewardTabsSort(WarPowerRewardTabs.mission)
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for i = 1, #WarPowerRewardTabs.mission do
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self:WarPowerRewardSingleShow(warPowerRewardGrid[i],WarPowerRewardTabs.mission[i],i)
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end
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else
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PopupTipPanel.ShowTipByLanguageId(10029)
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end
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end
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function WarPowerSortPanel:WarPowerRewardTabsChangState()
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for i = 1, #WarPowerRewardTabs.mission do
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local conFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig,WarPowerRewardTabs.mission[i].missionId)
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local value = conFigData.Values[1][1]
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if WarPowerRewardTabs.mission[i].state == 0 then
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if WarPowerRewardTabs.value < value then
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WarPowerRewardTabs.mission[i].state = 10
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else
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WarPowerRewardTabs.mission[i].state = 0
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end
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elseif WarPowerRewardTabs.mission[i].state == 1 then
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WarPowerRewardTabs.mission[i].state = 20
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end
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end
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end
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function WarPowerSortPanel:WarPowerRewardTabsSort(missions)
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table.sort(missions,function(a,b)
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if a.state < b.state then
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return a.state < b.state
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elseif a.state == b.state then
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return a.missionId < b.missionId
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end
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end)
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end
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--战力奖励2
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function WarPowerSortPanel:WarPowerRewardSingleShow(activityRewardGo,rewardData,index)
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activityRewardGo:SetActive(true)
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local sConFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig,rewardData.missionId)
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local titleText = Util.GetGameObject(activityRewardGo, "titleText"):GetComponent("Text")
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titleText.text = GetLanguageStrById(10033)..sConFigData.Values[1][1]
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local content = Util.GetGameObject(activityRewardGo, "content")
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for i = 1, math.max(#warPowerRewardGridItemView[index], #sConFigData.Reward) do
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local go = warPowerRewardGridItemView[index][i]
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if not go then
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go = SubUIManager.Open(SubUIConfig.ItemView, content.transform)
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warPowerRewardGridItemView[index][i] = go
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end
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go:OnOpen(false,sConFigData.Reward[i],0.9,false,false,false,self.sortingOrder)
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end
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--Util.ClearChild(content.transform)
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--for i = 1, #sConFigData.Reward do
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-- SubUIManager.Open(SubUIConfig.ItemView, content.transform):OnOpen(false,sConFigData.Reward[i],0.9,false,false,false,self.sortingOrder)
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--end
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local lingquButton = Util.GetGameObject(activityRewardGo.gameObject, "lingquButton")
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Util.GetGameObject(lingquButton.gameObject, "redPoint"):SetActive(false)
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local qianwangButton = Util.GetGameObject(activityRewardGo.gameObject, "qianwangButton")
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local getFinishText = Util.GetGameObject(activityRewardGo.gameObject, "getFinishText")
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local state = rewardData.state
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qianwangButton:SetActive(state == 10)
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lingquButton:SetActive(state == 0)
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getFinishText:SetActive(state == 20)
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Util.AddOnceClick(qianwangButton, function()
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--JumpManager.GoJump(sConFigData.Jump[1])
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end)
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Util.AddOnceClick(lingquButton, function()
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NetManager.GetActivityRewardRequest(rewardData.missionId, WarPowerRewardTabs.activityId, function(drop)
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UIManager.OpenPanel(UIName.RewardItemPopup,drop,1,function()
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self:WarPowerRewardShow()
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end)
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end)
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end)
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end
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--活动排名1
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function WarPowerSortPanel:ActivitySortShow()
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self.myWarPower.text = myWarPower
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self.mysortNum.text = myWarPowerSortNum
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self:SetSelectBtn(3)
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-- 节点数据匹配
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local rankAdapterFunc = function (index, go)
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self:ActivitySortSingleShow(go, warPowerSortbackData[index])
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-- 如果显示到最后一个,刷新下一页数据
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--if index == #warPowerSortbackData then
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-- self:RequestWarPowerSortDatas(false,page)
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--end
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end
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-- 第一页需要重置,其他刷新就好
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--if page <= 1 then
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-- -- 重置排行列表
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self.ScrollView:SetData(warPowerSortbackData, rankAdapterFunc)
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--else
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-- -- 刷新排行列表
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-- self.ScrollView:SetData(warPowerSortbackData, rankAdapterFunc)
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--end
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end
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--活动排名2
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function WarPowerSortPanel:ActivitySortSingleShow(activityRewardGo,rewardData)
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Util.AddOnceClick(activityRewardGo,function()
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UIManager.OpenPanel(UIName.PlayerInfoPopup, rewardData.uid)
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end)
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--设置表现背景
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if myWarPowerSortNum==rewardData.rankInfo.rank then
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Util.GetGameObject(activityRewardGo,"selfBg").gameObject:SetActive(true)
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else
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Util.GetGameObject(activityRewardGo,"selfBg").gameObject:SetActive(false)
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end
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local sortNumTabs = {}
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for i = 1, 4 do
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sortNumTabs[i] = Util.GetGameObject(activityRewardGo, "sortNum/sortNum ("..i..")")
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sortNumTabs[i]:SetActive(false)
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end
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if rewardData.rankInfo.rank < 4 then
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sortNumTabs[rewardData.rankInfo.rank]:SetActive(true)
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else
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sortNumTabs[4]:SetActive(true)
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Util.GetGameObject(sortNumTabs[4], "titleText"):GetComponent("Text").text = rewardData.rankInfo.rank
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end
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Util.GetGameObject(activityRewardGo, "name"):GetComponent("Text").text = rewardData.userName
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Util.GetGameObject(activityRewardGo, "lv"):GetComponent("Text").text = rewardData.level
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Util.GetGameObject(activityRewardGo, "warPowerImage/warPower"):GetComponent("Text").text = rewardData.force
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end
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function WarPowerSortPanel:SetSelectBtn(index)
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self.selectBtn.transform.localPosition = tabsBtn[index].transform.localPosition
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Util.GetGameObject(self.selectBtn.transform, "Text"):GetComponent("Text").text = Util.GetGameObject(tabsBtn[index], "Text"):GetComponent("Text").text
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end
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function WarPowerSortPanel:RequestWarPowerSortDatas(isOnePage,_page)
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local curPageSortDatas = {}
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if isOnePage then
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NetManager.RequestRankInfo(RANK_TYPE.FORCE_RANK, function(msg)
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warPowerSortbackData = msg.ranks
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myWarPower = msg.myRankInfo.param1
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myWarPowerSortNum = msg.myRankInfo.rank
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end, ActivityTypeDef.WarPowerSort)
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return
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end
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--判断是否符合刷新条件
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local rankNum = #warPowerSortbackData
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-- 最多显示200
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if rankNum >= tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,8).Value) then return end
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-- 上一页数据少于20条,则没有下一页数,不再刷新
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if rankNum % 20 > 0 then return end
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-- 请求下一页
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page = _page + 1
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NetManager.RequestRankInfo(RANK_TYPE.FORCE_RANK, function(msg)
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curPageSortDatas = msg.ranks
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myWarPower = msg.myRankInfo.param1
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myWarPowerSortNum = msg.myRankInfo.rank
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if curPageSortDatas and #curPageSortDatas > 0 then
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for i = 1, #curPageSortDatas do
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table.insert(warPowerSortbackData,curPageSortDatas[i])
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end
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self:ActivitySortShow()
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end
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end, ActivityTypeDef.WarPowerSort)
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end
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--刷新倒计时显示
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function WarPowerSortPanel:RemainTimeDown(timeDown,timeTextGo,timeText)
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if timeDown > 0 then
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timeTextGo:SetActive(true)
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timeText.text = self:TimeStampToDateString(timeDown)
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if self.timer then
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self.timer:Stop()
|
||
self.timer = nil
|
||
end
|
||
self.timer = Timer.New(function()
|
||
timeText.text = self:TimeStampToDateString(timeDown)
|
||
if timeDown < 0 then
|
||
timeTextGo:SetActive(false)
|
||
self.timer:Stop()
|
||
self.timer = nil
|
||
end
|
||
timeDown = timeDown - 1
|
||
end, 1, -1, true)
|
||
self.timer:Start()
|
||
else
|
||
timeTextGo:SetActive(false)
|
||
end
|
||
end
|
||
function WarPowerSortPanel:TimeStampToDateString(second)
|
||
local day = math.floor(second / (24 * 3600))
|
||
local minute = math.floor(second / 60) % 60
|
||
local sec = second % 60
|
||
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
|
||
return string.format(GetLanguageStrById(10034),day, hour, minute, sec)
|
||
end
|
||
--界面关闭时调用(用于子类重写)
|
||
function WarPowerSortPanel:OnClose()
|
||
|
||
if self.timer then
|
||
self.timer:Stop()
|
||
self.timer = nil
|
||
end
|
||
end
|
||
function WarPowerSortPanel:RefreshActivityBtn(context)
|
||
if context.type == ActivityTypeDef.WarPowerSort then
|
||
if context.status == 0 then
|
||
MsgPanel.ShowOne(GetLanguageStrById(10029), function ()
|
||
self:ClosePanel()
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
--界面销毁时调用(用于子类重写)
|
||
function WarPowerSortPanel:OnDestroy()
|
||
|
||
ClearRedPointObject(RedPointType.WarPowerSort_Sort)
|
||
self.ScrollView = nil
|
||
end
|
||
function WarPowerSortPanel:GetPriorityIndex()
|
||
local index = 1
|
||
if Util.GetGameObject(tabsBtn[2], "redPoint").activeSelf then
|
||
index = 2
|
||
end
|
||
return index
|
||
end
|
||
return WarPowerSortPanel |