sk-client/Assets/ManagedResources/~Lua/Modules/LuckyTurnTable/LuckyTurnTablePanel.lua

1042 lines
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Lua
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--local LuckyTurnTablePanel= quick_class("LuckyTurnTablePanel")
--local this = LuckyTurnTablePanel
--function LuckyTurnTablePanel:ctor(mainPanel, gameObject)
-- self.mainPanel = mainPanel
-- self.gameObject = gameObject
-- self:InitComponent(gameObject)
-- self:BindEvent()
--end
require("Base/BasePanel")
LuckyTurnTablePanel = Inherit(BasePanel)
local this = LuckyTurnTablePanel
---背景盘图片切换资源名
-- local BgName = { "x1_choujiang_beijing_renwu_01","x1_choujiang_beijing_renwu_02","N1_bg_xunbao_haohuaxunbao","x_xytb_quan_33" }
local BgColor = {Color.New(72/255,157/255,228/255,255/255),
Color.New(188/255,133/255,252/255,255/255)}
local BtnBg = {
{"x1_choujiang_jinbichoujiang_01","x1_choujiang_jinbichoujiang_02"},
{"x1_choujiang_zuanshichoujiang_01","x1_choujiang_zuanshichoujiang_02"},
}
---转盘旋转类型
local TableTurnType = {
Normal = 1,--默认旋转
Expedite = 2,--加快旋转
}
local curTurnPos = 1 --当前位置
this.thread = nil --协程
this.refreshTimer = nil
this.upView = nil
local maxTimesCount = 0
---初始化组件(用于子类重写)
function LuckyTurnTablePanel:InitComponent(gameObject)
LuckyTurnTableManager.InitTableData()
LuckyTurnTableManager.GetLuckyTurnRequest()
this.luckyTurnPanel = Util.GetGameObject(self.gameObject,"Panel")
this.PlayerHeadFrameView = SubUIManager.Open(SubUIConfig.PlayerHeadFrameView, self.gameObject.transform)
this.upView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowRight, panelType = PanelType.LuckyTreasure })
this.maskBG = Util.GetGameObject(this.luckyTurnPanel,"Mask")
this.helpBtn = Util.GetGameObject(this.luckyTurnPanel,"HelpBtn")
this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
this.backBtn = Util.GetGameObject(this.luckyTurnPanel,"BackBtn")
--this.activityCountDownText = Util.GetGameObject(this.luckyTurnPanel, "CountDownTimeText"):GetComponent("Text")--活动倒计时
this.luckyTreasureBtn = Util.GetGameObject(this.luckyTurnPanel, "Content/Top/LuckyTreasureBtn")--幸运探宝按钮
this.luckyTreasureSelectBG = Util.GetGameObject(this.luckyTreasureBtn, "SelectBG")
this.luckyTreasureText = Util.GetGameObject(this.luckyTreasureBtn,"Text"):GetComponent("Text")
this.luckyTreasureTitle = Util.GetGameObject(this.luckyTreasureBtn,"title"):GetComponent("Image")
this.luckyTreasureBtn.gameObject:SetActive(false)
this.advancedTreasureBtn = Util.GetGameObject(this.luckyTurnPanel, "Content/Top/AdvancedTreasureBtn")--高级探宝按钮
this.advancedTreasureSelectBG = Util.GetGameObject(this.advancedTreasureBtn, "SelectBG")
this.advancedTreasureText = Util.GetGameObject(this.advancedTreasureBtn,"Text"):GetComponent("Text")
this.advancedTreasureTitle = Util.GetGameObject(this.advancedTreasureBtn,"title"):GetComponent("Image")
this.bg1 = Util.GetGameObject(self.gameObject, "Panel/BG1"):GetComponent("Image")
this.bg2 = Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG2")
this.bg3 = Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/BG/BG3")
---跑马灯位置(物品位置)
this.itemList = {}
for i = 1,8 do
this.itemList[i] = Util.GetGameObject(this.luckyTurnPanel, "Content/TurnTableImage/ItemList/Item"..i)
end
this.itemEffectIcon = {}--跑马灯亮灯
this.itemViewList = {}--跑马灯itemviewList
this.itemViewCurPos = {}
local tab = {{14,0},{3,0},{12001,0},{5,0},{4,0},{21,0},{60068,0},{60071,0}}---防白片临时数据
for i = 1, 8 do
this.itemEffectIcon[i] = Util.GetGameObject(this.itemList[i], "Image")
local parent = Util.GetGameObject(this.itemList[i].transform,"box").transform
this.itemViewList[i] = SubUIManager.Open(SubUIConfig.ItemView,parent)
this.itemViewList[i]:OnOpen(false, {tab[1][1],tab[1][2]},0.75)
local rect = this.itemViewList[i].transform
rect.anchoredPosition = Vector2.New(0,0)
rect.anchorMin = Vector2.New(0.5, 0.5)
rect.anchorMax = Vector2.New(0.5, 0.5)
rect.pivot = Vector2.New(0.5, 0.5)
this.itemViewCurPos[i] = this.itemList[i].transform.position
end
--记录
this.recordTextList = {}
for i = 1,6 do
this.recordTextList[i] = Util.GetGameObject(this.luckyTurnPanel, "TreasureRecord/RecordTextList/Viewport/Content/Text"..i):GetComponent("Text")
end
--拥有道具数量
this.propBtn = Util.GetGameObject(this.luckyTurnPanel,"Content/Prop")
this.propImage = Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropImage"):GetComponent("Image")--道具
this.propText = Util.GetGameObject(this.luckyTurnPanel, "Content/Prop/PropText"):GetComponent("Text")
this.bottom = Util.GetGameObject(this.luckyTurnPanel,"Bottom")
this.treasureOnceBtn = Util.GetGameObject(this.bottom,"TreasureOnceBtn")
this.treasureOnceText = Util.GetGameObject(this.treasureOnceBtn,"Text"):GetComponent("Text")--探宝次数
this.treasureOnceIcon = Util.GetGameObject(this.treasureOnceBtn,"Icon"):GetComponent("Image")--消耗道具图标
this.treasureOnceNum = Util.GetGameObject(this.treasureOnceBtn,"Num"):GetComponent("Text")--消耗道具数量
this.treasureMultipleBtn = Util.GetGameObject(this.bottom,"TreasureMultipleBtn")
this.treasureMultipleText = Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text")
this.treasureMultipleIcon = Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image")
this.treasureMultipleNum = Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text")
this.refreshBtn = Util.GetGameObject(self.gameObject,"Content/TurnTableImage/RefreshBtn")
this.freeDetail = Util.GetGameObject(this.refreshBtn,"FreeDetail")
this.detail = Util.GetGameObject(this.refreshBtn,"Detail")
this.costItemImage = Util.GetGameObject(this.detail,"CostItemImage"):GetComponent("Image")
this.costItemNumText = Util.GetGameObject(this.detail,"CostItemNumText"):GetComponent("Text")
this.freeRefreshTime = Util.GetGameObject(this.refreshBtn,"FreeRefreshTime/Text"):GetComponent("Text")
this.slider = Util.GetGameObject(this.luckyTurnPanel,"Slider")
this.luckyValueNum = Util.GetGameObject(this.slider, "LuckyValue/LuckyValueNum"):GetComponent("Text")--幸运值
this.luckySlider = Util.GetGameObject(this.slider, "LuckySlider"):GetComponent("Slider")
this.rewardBoxList = {}--奖励盒
this.rewardBox = Util.GetGameObject(this.slider,"RewardBox")
for i = 1,5 do
this.rewardBoxList[i] = Util.GetGameObject(this.rewardBox,"Item"..i)
end
this.rewardPanel = Util.GetGameObject(this.slider,"RewardPanel")--幸运值奖励预览面板
this.itemViewParent = Util.GetGameObject(this.rewardPanel,"ItemViewParent")--item父物体
this.rewardPanelMaskBtn = Util.GetGameObject(this.rewardPanel,"Mask")--幸运值奖励预览遮罩按钮
this.rewardItemView = SubUIManager.Open(SubUIConfig.ItemView,this.itemViewParent.transform)
-- 奖励预览
this.btnPreview = Util.GetGameObject(self.gameObject, "Panel/Content/Top/btnPreview")
this.maxTimes = Util.GetGameObject(self.gameObject, "Panel/maxTimes"):GetComponent("Text")
this.mask = Util.GetGameObject(self.gameObject, "Panel/Content/Top/mask")
this.maskText = Util.GetGameObject(this.mask,"Text"):GetComponent("Text")
this.maskTitle = Util.GetGameObject(this.mask,"title"):GetComponent("Image")
this.material = Util.GetGameObject(this.rewardBox,"material"):GetComponent("Image").material
this.shopBtn = Util.GetGameObject(self.gameObject, "Panel/Content/shopBtn")
this.allMask = Util.GetGameObject(self.gameObject, "mask")
end
---绑定事件(用于子类重写)
function LuckyTurnTablePanel:BindEvent()
--帮助按钮
Util.AddClick(this.helpBtn,function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.LuckyTurn,this.helpPosition.x,this.helpPosition.y)
end)
--返回按钮
Util.AddClick(this.backBtn,function()
self:ClosePanel()
end)
--幸运探宝按钮
Util.AddClick(this.luckyTreasureBtn, function()
if LuckyTurnTableManager.curTreasureType == TreasureType.Lucky then
return
end
this.SwitchTreasureType(TreasureType.Lucky)
this.luckyTreasureBtn:SetActive(false)
this.advancedTreasureBtn:SetActive(true)
this.mask.transform.position = this.luckyTreasureBtn.transform.position
this.maskText.text = this.luckyTreasureText.text
this.maskTitle.sprite = this.luckyTreasureTitle.sprite
end)
--高级探宝按钮
Util.AddClick(this.advancedTreasureBtn, function()
if LuckyTurnTableManager.curTreasureType == TreasureType.Advanced then
return
end
this.SwitchTreasureType(TreasureType.Advanced)
this.luckyTreasureBtn:SetActive(true)
this.advancedTreasureBtn:SetActive(false)
this.mask.transform.position = this.advancedTreasureBtn.transform.position
this.maskText.text = this.advancedTreasureText.text
this.maskTitle.sprite = this.advancedTreasureTitle.sprite
end)
--幸运值奖励预览遮罩按钮
Util.AddClick(this.rewardPanelMaskBtn, function()
this.rewardPanelMaskBtn.gameObject:SetActive(false)
this.rewardPanel.gameObject:SetActive(false)
end)
Util.AddClick(this.btnPreview, function()
UIManager.OpenPanel(UIName.HeroPreviewPanel, 4, false)
end)
Util.AddClick(this.shopBtn, function()
UIManager.OpenPanel(UIName.MainShopPanel,61)
end)
end
---添加事件监听(用于子类重写)
function LuckyTurnTablePanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
end
---移除事件监听(用于子类重写)
function LuckyTurnTablePanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnLuckyTableWorldMessage, this.ShowRecordMessage)
end
---界面打开时调用(用于子类重写)
function LuckyTurnTablePanel:OnOpen(_TreasureType)
LuckyTurnTableManager.curTreasureType = _TreasureType and _TreasureType or TreasureType.Lucky
maxTimesCount = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,53).Value)
end
---界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function LuckyTurnTablePanel:OnShow()
this.maskBG.gameObject:SetActive(false)
if LuckyTurnTableManager.curTreasureType == TreasureType.Lucky then--防止当前为高级探宝时 按下探宝后跳转到幸运探宝
this.LuckyTurnOnShow(TreasureType.Lucky)
this.luckyTreasureBtn:SetActive(false)
this.advancedTreasureBtn:SetActive(true)
this.mask.transform.position = this.luckyTreasureBtn.transform.position
this.maskText.text = this.luckyTreasureText.text
this.maskTitle.sprite = this.luckyTreasureTitle.sprite
elseif LuckyTurnTableManager.curTreasureType == TreasureType.Advanced then
this.LuckyTurnOnShow(TreasureType.Advanced)
this.luckyTreasureBtn:SetActive(true)
this.advancedTreasureBtn:SetActive(false)
this.mask.transform.position = this.advancedTreasureBtn.transform.position
this.maskText.text = this.advancedTreasureText.text
this.maskTitle.sprite = this.advancedTreasureTitle.sprite
end
this.PlayerHeadFrameView:OnShow()
this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.LuckyTreasure })
-- this.mask.transform.position = this.luckyTreasureBtn.transform.position
-- this.maskTitle.sprite = this.luckyTreasureTitle.sprite
-- this.luckyTreasureBtn:SetActive(false)
-- this.advancedTreasureBtn:SetActive(true)
end
local sortingOrder = 0
---重设层级
function LuckyTurnTablePanel:OnSortingOrderChange()
sortingOrder = self.sortingOrder
for i, v in pairs(this.itemViewList) do
v:SetEffectLayer(sortingOrder)
end
end
---界面关闭时调用(用于子类重写)
function LuckyTurnTablePanel:OnClose()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.rewardPanel.gameObject:SetActive(false)
if this.thread then
coroutine.stop(this.thread)
this.thread = nil
end
if this.turnEffect then
this.turnEffect:Stop()
this.turnEffect = nil
end
if this.outsideLightTurnEffect then
this.outsideLightTurnEffect:Stop()
this.outsideLightTurnEffect = nil
end
if this.refreshTimer then
this.refreshTimer:Stop()
this.refreshTimer = nil
end
if this.timer then
this.timer:Stop()
this.timer = nil
end
if LuckyTurnTableManager._CountDownTimer then
LuckyTurnTableManager._CountDownTimer:Stop()
LuckyTurnTableManager._CountDownTimer = nil
end
LuckyTurnTableManager.ClearSaveData()
end
---界面销毁时调用(用于子类重写)
function LuckyTurnTablePanel:OnDestroy()
this.itemViewList = nil
this.rewardItemView = nil
SubUIManager.Close(this.upView)
end
---打开面板
function this.LuckyTurnOnShow(treasureType)
if not this.turnEffect then
this.turnEffect = Timer.New(nil,1,-1,true)
end
if not this.outsideLightTurnEffect then
this.outsideLightTurnEffect = Timer.New(nil,1,-1,true)
end
if not this.refreshTimer then
this.refreshTimer = Timer.New(nil,1,-1,true)
end
--初始化幸运探宝
this.SwitchTreasureType(treasureType)
this.SetTableTurnEffect(TableTurnType.Normal)
end
---切换探宝类型
function this.SwitchTreasureType(treasureType)
this.ClearDefault()
if treasureType == TreasureType.Lucky then
LuckyTurnTableManager.curTreasureType = treasureType
this.maxTimes.text = string.format(GetLanguageStrById(12260),LuckyTurnTableManager.luckyTimes,maxTimesCount)
this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.LuckyTreasure })
this.bg3:SetActive(false)
this.bg2:SetActive(true)
this.treasureOnceBtn:GetComponent("Image").sprite = Util.LoadSprite(GetPictureFont(BtnBg[1][1]))
this.treasureMultipleBtn:GetComponent("Image").sprite = Util.LoadSprite(GetPictureFont(BtnBg[1][2]))
this.bg1.color = BgColor[1]
--显示免费刷新状态
this.RefreshBtnCountDown()
--设置顶部按钮
this.luckyTreasureSelectBG:SetActive(true)
this.luckyTreasureText.text = GetLanguageStrById(11138)
--请求跑马灯物品数据
LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
this.SetItemViewShow(msg.posInfos,function()
this.SetItemViewGray(LuckyTurnTableManager.luckyData)
end)
end)
--立即刷新一次转盘记录
if LuckyTurnTableManager.isCanGetWorldMessage then
LuckyTurnTableManager.TimeUpdate()
end
--启动定时刷新转盘记录
LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate()
--设置需要材料显示
this.SetPropShow(60,treasureType)
--探宝按钮显示
local oneData,moreData,icon = LuckyTurnTableManager.GetTreasureBtnInfo(treasureType)
this.SetTreasureBtnShow(oneData,moreData,icon)
--探宝泉预览
Util.AddOnceClick(this.propBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60)
end)
--探宝1次按钮
Util.AddOnceClick(this.treasureOnceBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType) - oneData[2] >= 0
and LuckyTurnTableManager.luckyTimes + 1 <= maxTimesCount then
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,false,function()
ThinkingAnalyticsManager.Track("activity_turntable_start", {
activity_turntable_sart_luckycoin = LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
})
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Lucky,LuckyTurnTableManager.luckyTempData.posInfos[1].pos)
this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
this.RrFreshInfo()
LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 1)
this.maxTimes.text = string.format(GetLanguageStrById(12260),LuckyTurnTableManager.luckyTimes,maxTimesCount)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if LuckyTurnTableManager.luckyTimes + 1 > maxTimesCount then
PopupTipPanel.ShowTipByLanguageId(12261)
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
end
end
end)
--探宝10次按钮
Util.AddOnceClick(this.treasureMultipleBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2] >= 0
and LuckyTurnTableManager.luckyTimes + 15 <= maxTimesCount then
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,true,function()
ThinkingAnalyticsManager.Track("activity_turntable_start", {
activity_turntable_sart_luckycoin = LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
})
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Lucky,LuckyTurnTableManager.luckyTempData.posInfos[1].pos)
this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
this.RrFreshInfo()
LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 15)
this.maxTimes.text = string.format(GetLanguageStrById(12260),LuckyTurnTableManager.luckyTimes,maxTimesCount)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if LuckyTurnTableManager.luckyTimes + 15 > maxTimesCount then
PopupTipPanel.ShowTipByLanguageId(12261)
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
end
end
end)
--刷新按钮
Util.AddOnceClick(this.refreshBtn, function()
if BagManager.GetItemCountById(62) > 0 then--如果是免费刷新
this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Lucky,true,function()
ThinkingAnalyticsManager.Track("activity_turntable_refresh", {
activity_turntable_refresh_diamond = BagManager.GetItemCountById(16)
})
this.SetItemViewShow(LuckyTurnTableManager.luckyData,function()
this.SetItemViewGray(LuckyTurnTableManager.luckyData)
end)
this.RefreshBtnCountDown()
end)
else
if LuckyTurnTableManager.GetRefreshItemNum() - LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4] >= 0 then--如果材料够
this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Lucky,false,function()
ThinkingAnalyticsManager.Track("activity_turntable_refresh", {
activity_turntable_refresh_diamond = BagManager.GetItemCountById(16)
})
this.SetItemViewShow(LuckyTurnTableManager.luckyData,function()
this.SetItemViewGray(LuckyTurnTableManager.luckyData)
end)
this.RefreshBtnCountDown()
end)
else
PopupTipPanel.ShowTipByLanguageId(11139)
--UIManager.OpenPanel(UIName.ShopExchangePopup, SHOP_TYPE.FUNCTION_SHOP, 10013, "兑换妖晶")
end
end
end)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.RrFreshInfo()
elseif treasureType == TreasureType.Advanced then
LuckyTurnTableManager.curTreasureType = treasureType
this.maxTimes.text = string.format(GetLanguageStrById(12260),LuckyTurnTableManager.advanceTimes,maxTimesCount)
this.upView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.AdvancedTreasure })
this.bg2:SetActive(false)
this.bg3:SetActive(true)
this.treasureOnceBtn:GetComponent("Image").sprite = Util.LoadSprite(GetPictureFont(BtnBg[2][1]))
this.treasureMultipleBtn:GetComponent("Image").sprite = Util.LoadSprite(GetPictureFont(BtnBg[2][2]))
this.bg1.color = BgColor[2]
this.RefreshBtnCountDown()
--设置顶部按钮
this.advancedTreasureSelectBG:SetActive(true)
this.advancedTreasureText.text = GetLanguageStrById(11140)
--请求跑马灯物品数据
LuckyTurnTableManager.GetLuckyTurnRequest(function(msg)
this.SetItemViewShow(msg.posInfosAdvance,function()
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
end)
end)
--立即刷新一次转盘记录
if LuckyTurnTableManager.isCanGetWorldMessage then
LuckyTurnTableManager.TimeUpdate()
end
--启动定时刷新转盘记录
LuckyTurnTableManager.StartLuckyTurnRecordDataUpdate(treasureType)
--设置需要材料显示
this.SetPropShow(61,treasureType)
--探宝按钮显示
local oneData,moreData,icon = LuckyTurnTableManager.GetTreasureBtnInfo(treasureType)
this.SetTreasureBtnShow(oneData,moreData,icon)
--探宝泉预览
Util.AddOnceClick(this.propBtn,function()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61)
end)
--探宝1次按钮
Util.AddOnceClick(this.treasureOnceBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType) - oneData[2] >= 0 and LuckyTurnTableManager.advanceTimes + 1 <= maxTimesCount then
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,false,function()
ThinkingAnalyticsManager.Track("activity_highturn_start", {
activity_highturn_start_id = LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
})
LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 1)
this.maxTimes.text = string.format(GetLanguageStrById(12260),LuckyTurnTableManager.advanceTimes,maxTimesCount)
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
this.SetPropShow(61,TreasureType.Advanced)
this.RrFreshInfo()
this.ShowRecordMessage(LuckyTurnTableManager.curTreasureType)
end)
else
if not RECHARGEABLE then--(是否开启充值)
PopupTipPanel.ShowTipByLanguageId(12262)
else
if LuckyTurnTableManager.advanceTimes + 1 > maxTimesCount then
PopupTipPanel.ShowTipByLanguageId(12249)
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
end
end
end
end)
--探宝10次按钮
Util.AddOnceClick(this.treasureMultipleBtn, function()
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType) - moreData[2] >= 0
and LuckyTurnTableManager.advanceTimes + 10 <= maxTimesCount then
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
ThinkingAnalyticsManager.Track("activity_highturn_start", {
activity_highturn_start_id = LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
})
LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 10)
this.maxTimes.text = string.format(GetLanguageStrById(12260),LuckyTurnTableManager.advanceTimes,maxTimesCount)
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
this.SetPropShow(61,TreasureType.Advanced)
this.RrFreshInfo()
this.ShowRecordMessage(LuckyTurnTableManager.curTreasureType)
end)
else
if not RECHARGEABLE then--(是否开启充值)
PopupTipPanel.ShowTipByLanguageId(12262)
else
if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
PopupTipPanel.ShowTipByLanguageId(12249)
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61,nil)
end
end
end
end)
--刷新按钮
Util.AddOnceClick(this.refreshBtn, function()
if BagManager.GetItemCountById(63) > 0 then
this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,true,function()
ThinkingAnalyticsManager.Track("activity_hightum_refreshcost", {
activity_highturn_refresh_diamond = 0
})
this.SetItemViewShow(LuckyTurnTableManager.advancedData,function()
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
end)
this.RefreshBtnCountDown()
end)
else
if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4] >= 0 then
this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,false,function()
ThinkingAnalyticsManager.Track("activity_hightum_refreshcost", {
activity_highturn_refresh_diamond = LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]
})
this.SetItemViewShow(LuckyTurnTableManager.advancedData,function()
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
end)
this.RefreshBtnCountDown()
end)
else
PopupTipPanel.ShowTipByLanguageId(11139)
end
end
end)
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
this.RrFreshInfo()
end
this.mask.transform:SetAsLastSibling()
end
--重置默认
function this.ClearDefault()
this.luckyTreasureSelectBG:SetActive(false)
this.luckyTreasureText.text = GetLanguageStrById(11141)
this.advancedTreasureSelectBG:SetActive(false)
this.advancedTreasureText.text = GetLanguageStrById(11142)
--清除红点
Util.GetGameObject(this.luckyTreasureBtn,"redPoint"):SetActive(false)
Util.GetGameObject(this.advancedTreasureBtn,"redPoint"):SetActive(false)
for i = 1, 5 do
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)
end
-- for i = 1, 6 do
-- this.recordTextList[i].text = ""
-- end
end
--设置转盘滚动 1旋转类型 2探宝类型 3服务器给的探宝后位置
function this.SetTableTurnEffect(turnType,treasureType,pos)
if turnType == TableTurnType.Normal then --默认旋转
this.TurnEffectReset(0.5)
this.turnEffect:Start()
elseif turnType == TableTurnType.Expedite then --抽奖旋转 至指定位置
this.DelayMaskWithBool(true)
LuckyTurnTableManager.isCanGetWorldMessage = false
this.TurnEffectReset(0.05)
this.turnEffect:Start()
this.thread = coroutine.start(function()
-- coroutine.wait(0.4)
-- this.TurnEffectReset(0.1)
coroutine.wait(0.1)
this.TurnEffectReset(0.1,true,pos,function()--当效果播放完毕后 从管理器取得数据
local timer = Timer.New(function()
this.DelayMaskWithBool(false)
if treasureType == TreasureType.Lucky then
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.luckyTempData.drop,1,function()
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage = true
end)--打开奖励弹窗
this.SetItemViewGray(LuckyTurnTableManager.luckyData)--刷新物品是否置灰
elseif treasureType == TreasureType.Advanced then
UIManager.OpenPanel(UIName.RewardItemPopup,LuckyTurnTableManager.advancedTempData.drop,1,function()
this.SetTableTurnEffect(TableTurnType.Normal)--恢复转盘旋转
LuckyTurnTableManager.isCanGetWorldMessage = true
end)
this.SetItemViewGray(LuckyTurnTableManager.advancedData)
end
end,0.5,1,true)
timer:Start()
end)
end)
end
end
--转盘滚动特效重设 1移动速度值越小越快 2是否停止 3停止位置
function this.TurnEffectReset(turnSpeed,isStop,pos,func)
this.turnEffect:Reset(function()
if curTurnPos == 1 then
this.itemEffectIcon[8]:SetActive(false)
else
this.itemEffectIcon[curTurnPos-1]:SetActive(false)
end
if curTurnPos >= 9 then
curTurnPos = 1
end
if isStop then
if pos == curTurnPos then--如果停到对应位置
this.turnEffect:Stop()--暂停跑马灯
if func then--回调
func()
end
end
end
this.itemEffectIcon[curTurnPos]:SetActive(true)
curTurnPos = curTurnPos + 1
end,turnSpeed,-1,true)
end
--设置跑马灯物品显示 func确保先生成itemview 再置灰
function this.SetItemViewShow(data,func)
for i = 1, #this.itemViewList do
local tab = {LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[1],LuckyTurnTableManager.dialRewardConfig[data[i].luckId].Reward[2]}
this.itemViewList[i]:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
end
if func then
func()
end
end
--设置跑马灯物品置灰
function this.SetItemViewGray(data)
for i = 1, #data do
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum ~= 0 then
Util.SetGray(this.itemViewList[i].gameObject,data[i].luckTimes >= LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum)
end
if LuckyTurnTableManager.dialRewardConfig[data[i].luckId].LimitNum == 0 then
Util.SetGray(this.itemViewList[i].gameObject,false)
end
end
end
---跑马灯记录
function this.ShowRecordMessage(type)
if LuckyTurnTableManager.isCanGetWorldMessage then
local messageList = {}
messageList = LuckyTurnTableManager.GetShowDataByType(type)
for i = 1, 6 do
this.recordTextList[i].text = messageList[i]
if messageList[i] == "" or messageList[i] == nil then
this.recordTextList[i].gameObject:SetActive(false)
else
this.recordTextList[i].gameObject:SetActive(true)
end
end
end
end
--设置道具拥有显示 1道具id 2探宝类型
function this.SetPropShow(itemId,treasureType)
this.propImage.sprite = SetIcon(itemId)
this.propText.text = LuckyTurnTableManager.GetTreasureTicketNum(treasureType)
end
--探宝按钮显示
function this.SetTreasureBtnShow(oneData,moreData,icon)
this.treasureOnceText.text = GetLanguageStrById(11143)..oneData[1]..GetLanguageStrById(10054)
this.treasureOnceNum.text = oneData[2]
this.treasureOnceIcon.sprite = icon
this.treasureMultipleText.text = GetLanguageStrById(11143)..moreData[1]..GetLanguageStrById(10054)
this.treasureMultipleNum.text = moreData[2]
this.treasureMultipleIcon.sprite = icon
end
--------------------------------免费刷新--------------------------------
--打开、切换活动界面,刷新倒计时
function this.RefreshBtnCountDown()
if LuckyTurnTableManager.curTreasureType == TreasureType.Lucky then
if this.refreshTimer then
this.refreshTimer:Stop()
end
if BagManager.GetItemCountById(62) > 0 then
--显示免费刷新
this.SetRefreshBtnShowState(true)
this.freeRefreshTime.text = " "
else
--显示道具刷新
this.SetRefreshBtnShowState(false)
--因转换时间计算精度问题 在有免费刷新 未刷新状态下操作
local time = BagManager.GetNextRefreshTime(62) - GetTimeStamp()
local intervalTime = LuckyTurnTableManager.GetItemRecoverTime(62)
if time > intervalTime then
time = intervalTime
end
this.freeRefreshTime.text = TimeToHMS(time)--立即刷新一次
this.refreshTimer:Reset(function()
if time < 0 then
time = 0
this.refreshTimer:Stop()
this.SetRefreshBtnShowState(true)
NetManager.GetRefreshCountDownRequest({62})
end
time = time - 1
this.freeRefreshTime.text = TimeToHMS(time)
end,1,-1,true)
this.refreshTimer:Start()
end
elseif LuckyTurnTableManager.curTreasureType == TreasureType.Advanced then
this.refreshTimer:Stop()
if BagManager.GetItemCountById(63) > 0 then
--显示免费刷新
this.SetRefreshBtnShowState(true)
this.freeRefreshTime.text = " "--" 0:00:00"
else
--显示道具刷新
this.SetRefreshBtnShowState(false)
local time = BagManager.GetNextRefreshTime(63)-GetTimeStamp()
local intervalTime = LuckyTurnTableManager.GetItemRecoverTime(63)
if time > intervalTime then
time = intervalTime
end
this.freeRefreshTime.text = TimeToHMS(time)--立即刷新一次
this.refreshTimer:Reset(function()
if time < 0 then
this.refreshTimer:Stop()
time = 0
this.SetRefreshBtnShowState(true)
NetManager.GetRefreshCountDownRequest({63})
end
time = time-1
this.freeRefreshTime.text = TimeToHMS(time)
end,1,-1,true)
this.refreshTimer:Start()
end
end
end
---控制刷新按钮的显示状态 1是否免费
function this.SetRefreshBtnShowState(isFree)
if isFree then
this.freeDetail:SetActive(true)
this.detail:SetActive(false)
else
this.freeDetail:SetActive(false)
this.detail:SetActive(true)
if LuckyTurnTableManager.curTreasureType == TreasureType.Lucky then
this.costItemImage.sprite = SetIcon(LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[1][1])
this.costItemNumText.text = LuckyTurnTableManager.dialRewardSettingConfig[1].Cost[2][4]--..GetLanguageStrById(11144)
end
if LuckyTurnTableManager.curTreasureType == TreasureType.Advanced then
this.costItemImage.sprite = SetIcon(LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[1][1])
this.costItemNumText.text = LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]--..GetLanguageStrById(11144)
end
end
end
---播放刷新动画
function this.PlayItemListAnim()
this.DelayMaskWithTime(1.5)
for i = 1, 8 do
this.itemList[i]:GetComponent("PlayFlyAnim"):PlayAnim(true)
end
for i = 1, #this.itemViewCurPos do
this.itemList[i].transform.position = this.itemViewCurPos[i]
end
end
-----------------------------------------------------------------------
---本地检查红点 幸运高级按钮
function this.CheckRedPoint()
for i = 1, #this.rewardBoxList do
if LuckyTurnTableManager.value_1 >= LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
Util.GetGameObject(this.luckyTreasureBtn,"redPoint"):SetActive(LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id)==0)
end
if LuckyTurnTableManager.value_2 >= LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
Util.GetGameObject(this.advancedTreasureBtn,"redPoint"):SetActive(LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0)
end
end
end
---设置奖盒
function this.SetRewardBox()
if LuckyTurnTableManager.curTreasureType == TreasureType.Lucky then
for i = 1, 5 do
local BG1 = Util.GetGameObject(this.rewardBoxList[i],"BG1"):GetComponent("Image")
local BG2 = Util.GetGameObject(this.rewardBoxList[i],"BG1/BG2"):GetComponent("Image")
local baoxiang = Util.GetGameObject(this.rewardBoxList[i],"BG1/UI_baoxiang")
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text = LuckyTurnTableManager.boxReward_One[i].Values[1][1]
BG2.sprite = SetIcon(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
BG1.sprite = SetFrame(LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(false)
--显示奖盒红点
--BG1:灰色合箱子 BG2:灰色开箱子 BG3:彩色合箱子
if LuckyTurnTableManager.value_1 >= LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id) == 0 then
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
BG1.material = nil
BG2.material = nil
baoxiang:SetActive(true)
else--奖励已领取
BG1.material = this.material
BG2.material = this.material
baoxiang:SetActive(false)
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(true)
end
else--幸运值未超过该箱子
BG1.material = this.material
BG2.material = this.material
baoxiang:SetActive(false)
end
Util.AddOnceClick(this.rewardBoxList[i], function()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
--如果幸运值达到奖励要求值
if LuckyTurnTableManager.value_1 >= LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
--奖励未领取 先请求领取
if LuckyTurnTableManager.GetRewardState(30,LuckyTurnTableManager.boxReward_One[i].Id) == 0 then
NetManager.GetActivityRewardRequest(LuckyTurnTableManager.boxReward_One[i].Id, 30,function(drop)
ThinkingAnalyticsManager.Track("activity_turntable_reward", {
activity_turntable_reward_luckynum = LuckyTurnTableManager.value_1
})
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
this.RrFreshInfo()
end)
else--奖励已领取 可预览
-- this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
-- print(LuckyTurnTableManager.boxReward_One[i].Values[1][1])
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
end
else
--奖励不可领,可预览
-- this.OpenRewardPreview(LuckyTurnTableManager.boxReward_One,i)
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, LuckyTurnTableManager.boxReward_One[i].Reward[1][1])
end
end)
end
elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
for i = 1, 5 do
local BG1 = Util.GetGameObject(this.rewardBoxList[i],"BG1"):GetComponent("Image")
local BG2 = Util.GetGameObject(this.rewardBoxList[i],"BG1/BG2"):GetComponent("Image")
local baoxiang = Util.GetGameObject(this.rewardBoxList[i],"BG1/UI_baoxiang")
Util.GetGameObject(this.rewardBoxList[i],"Value"):GetComponent("Text").text = LuckyTurnTableManager.boxReward_Two[i].Values[1][1]
BG2.sprite = SetIcon(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
BG1.sprite = SetFrame(LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(false)
--显示红点
if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(31,LuckyTurnTableManager.boxReward_Two[i].Id)==0 then
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(true)
BG1.material = nil
BG2.material = nil
baoxiang:SetActive(true)
else
BG1.material = this.material
BG2.material = this.material
baoxiang:SetActive(false)
Util.GetGameObject(this.rewardBoxList[i],"yilingqu"):SetActive(true)
end
else
BG1.material = this.material
BG2.material = this.material
baoxiang:SetActive(false)
end
Util.AddOnceClick(this.rewardBoxList[i], function()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
if LuckyTurnTableManager.value_2 >= LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
if LuckyTurnTableManager.GetRewardState(31, LuckyTurnTableManager.boxReward_Two[i].Id) == 0 then
NetManager.GetActivityRewardRequest(LuckyTurnTableManager.boxReward_Two[i].Id, 31,function(drop)
ThinkingAnalyticsManager.Track("activity_highturn_reward", {
activity_highturn_reward_luckynum = LuckyTurnTableManager.value_2
})
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
Util.GetGameObject(this.rewardBoxList[i],"redPoint"):SetActive(false)--隐藏红点
this.RrFreshInfo()
end)
else
-- this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
end
else
-- this.OpenRewardPreview(LuckyTurnTableManager.boxReward_Two,i)
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, LuckyTurnTableManager.boxReward_Two[i].Reward[1][1])
end
end)
end
end
end
---奖盒滑动条奖励背景切换
function this.RewardBgProgress()
-- for i = 1, 4 do
-- local bg=Util.GetGameObject(this.rewardBoxList[i],"BG"):GetComponent("Image")
-- if LuckyTurnTableManager.curTreasureType==TreasureType.Lucky then
-- if LuckyTurnTableManager.value_1>=LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
-- -- bg.sprite=Util.LoadSprite(RewardName[2]) --m5
-- else
-- -- bg.sprite=Util.LoadSprite(RewardName[1]) --m5
-- end
-- elseif LuckyTurnTableManager.curTreasureType==TreasureType.Advanced then
-- if LuckyTurnTableManager.value_2>=LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
-- -- bg.sprite=Util.LoadSprite(RewardName[2]) --m5
-- else
-- -- bg.sprite=Util.LoadSprite(RewardName[1]) --m5
-- end
-- end
-- -- bg:SetNativeSize()
-- end
end
---设置奖盒预览信息 并打开面板
function this.OpenRewardPreview(boxReward,i)
--设置奖励预览信息 并打开面板
local tab = {boxReward[i].Reward[1][1],boxReward[i].Reward[1][2]}
this.rewardItemView:OnOpen(false, {tab[1],tab[2]},1, false, false, false, sortingOrder)
this.rewardPanelMaskBtn.gameObject:SetActive(true)
this.rewardPanel.gameObject:SetActive(true)
end
local luckyLevels = {0.2,0.42,0.63,0.83,1}--幸运值条到达档位时实际位置
---刷新幸运值
function this.RefreshLuckyValue()
if LuckyTurnTableManager.curTreasureType == TreasureType.Lucky then
LuckyTurnTableManager.SetLuckyValue()
local data = LuckyTurnTableManager.GetLuckyValue()
this.luckySlider.minValue = 0
this.luckySlider.maxValue = LuckyTurnTableManager.boxReward_One[5].Values[1][1]
this.luckyValueNum.text = data--.."/"..LuckyTurnTableManager.boxReward_One[5].Values[1][1]
--确定档位
local nowLevel = 5--如果data超过最高档位,认为是最高档位
for i = 1,5 do
if data <= LuckyTurnTableManager.boxReward_One[i].Values[1][1] then
nowLevel = i
break
end
end
local pLevelValue = 0--上一档值
local pLuckyLevel = 0--上一档幸运条值
if nowLevel > 1 then
pLevelValue = LuckyTurnTableManager.boxReward_One[nowLevel-1].Values[1][1]
pLuckyLevel = luckyLevels[nowLevel-1]
end
local nowLevelValue = LuckyTurnTableManager.boxReward_One[nowLevel].Values[1][1]--当前档值
local LevelValue = luckyLevels[nowLevel]--当前档幸运条值
local sliderValue = (data-pLevelValue)/(nowLevelValue-pLevelValue)*(LevelValue-pLuckyLevel)+pLuckyLevel
this.luckySlider.value = data
elseif LuckyTurnTableManager.curTreasureType == TreasureType.Advanced then
LuckyTurnTableManager.SetLuckyValue()
local data = LuckyTurnTableManager.GetLuckyValue()
this.luckySlider.minValue = 0
this.luckySlider.maxValue = LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
this.luckyValueNum.text = data --.."/"..LuckyTurnTableManager.boxReward_Two[5].Values[1][1]
--确定档位
local nowLevel = 5
for i = 1,5 do
if data <= LuckyTurnTableManager.boxReward_Two[i].Values[1][1] then
nowLevel = i
break
end
end
local pLevelValue = 0--上一档值
local pLuckyLevel = 0--上一档幸运条值
if nowLevel > 1 then
pLevelValue = LuckyTurnTableManager.boxReward_Two[nowLevel-1].Values[1][1]
pLuckyLevel = luckyLevels[nowLevel-1]
end
local nowLevelValue = LuckyTurnTableManager.boxReward_Two[nowLevel].Values[1][1]--当前档值
local LevelValue = luckyLevels[nowLevel]--当前档幸运条值
local sliderValue = (data-pLevelValue)/(nowLevelValue-pLevelValue)*(LevelValue-pLuckyLevel)+pLuckyLevel
this.luckySlider.value = data
end
end
---刷新信息
function this.RrFreshInfo()
this.RefreshLuckyValue()
this.CheckRedPoint()
this.SetRewardBox()
this.RewardBgProgress()
RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
end
---延时遮罩 1按时间
function this.DelayMaskWithTime(delayTime)
this.maskBG.gameObject:SetActive(true)
this.allMask:SetActive(true)
local closeMask = Timer.New(function()
this.maskBG.gameObject:SetActive(false)
this.allMask:SetActive(false)
end,delayTime,1,true)
closeMask:Start()
end
---延时遮罩 1按bool
function this.DelayMaskWithBool(b)
if b then
this.maskBG.gameObject:SetActive(true)
this.allMask:SetActive(true)
else
this.maskBG.gameObject:SetActive(false)
this.allMask:SetActive(false)
end
end
return LuckyTurnTablePanel