PGRData/Script/matrix/xui/xuiminigame/composegame/XUiComposeGamePanelSchedule.lua

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--组合小游戏进度UI控件
local XUiComposeGamePanelSchedule = XClass(nil, "XUiComposeGamePanelSchedule")
local XUiComposeGameTreasureBox = require("XUi/XUiMiniGame/ComposeGame/XUiComposeGameTreasureBox")
--动画时间
local TWEEN_TIME = 2
--================
--构造函数
--================
function XUiComposeGamePanelSchedule:Ctor(rootUi, game, ui)
self.RootUi = rootUi
self.Game = game
XTool.InitUiObjectByUi(self, ui)
self:RefreshSchedule()
self:InitTreasureBoxes()
self:InitPanelEffect()
end
--================
--刷新进度
--================
function XUiComposeGamePanelSchedule:RefreshSchedule()
self.MaxSchedule = self.Game:GetMaxSchedule()
self.CurrentSchedule = self.Game:GetCurrentSchedule()
self.TxtTotalProgress.text = string.format("/%d", self.MaxSchedule)
self.TxtProgress.text = self.CurrentSchedule
self:SetScheduleFillAmount(self.CurrentSchedule)
end
--================
--初始化进度宝箱
--================
function XUiComposeGamePanelSchedule:InitTreasureBoxes()
self.TreasureBoxes = {}
table.insert(self.TreasureBoxes, XUiComposeGameTreasureBox.New(self.GridTreasure, self.Game:GetGameId()))
self:RefreshBoxes()
end
--================
--初始化UI特效
--================
function XUiComposeGamePanelSchedule:InitPanelEffect()
self.PanelEffect.gameObject:SetActiveEx(false)
end
--================
--刷新整个控件
--================
function XUiComposeGamePanelSchedule:UpdateData()
self:RefreshSchedule()
self:RefreshBoxes()
end
--================
--接受到进度变化事件时
--================
function XUiComposeGamePanelSchedule:OnScheduleRefresh()
self:RefreshNewSchedule(self.Game:GetCurrentSchedule())
self:RefreshBoxes()
end
--================
--刷新进度宝箱
--================
function XUiComposeGamePanelSchedule:RefreshBoxes()
self.TreasureBoxesData = self.Game:GetTreasureBoxes()
for i = 1, #self.TreasureBoxesData do
if not self.TreasureBoxes[i] then
local box = CS.UnityEngine.GameObject.Instantiate(self.GridTreasure)
box.transform:SetParent(self.GiftContent.transform, false)
self.TreasureBoxes[i] = XUiComposeGameTreasureBox.New(box, self.Game:GetGameId())
end
self.TreasureBoxes[i].GameObject:SetActiveEx(true)
self.TreasureBoxes[i]:RefreshData(self.TreasureBoxesData[i])
end
end
--================
--刷新新的进度
--================
function XUiComposeGamePanelSchedule:RefreshNewSchedule(targetSchedule)
if not targetSchedule or targetSchedule == self.CurrentSchedule then return end
local isAdd = targetSchedule > self.CurrentSchedule
if isAdd then
self.TargetSchedule = targetSchedule
self:TweenScheduleFillAmount()
else
self:SetScheduleFillAmount(targetSchedule)
end
end
--================
--设置进度条的图片进度
--================
function XUiComposeGamePanelSchedule:SetScheduleFillAmount(targetSchedule)
if not self.ScheduleGroup then self:InitScheduleGroup() end
local targetPercent = self:GetTargetSchedulePercent(targetSchedule)
self.ImgDaylyActiveProgress.fillAmount = targetPercent
end
--================
--初始化进度管理数据
--================
function XUiComposeGamePanelSchedule:InitScheduleGroup()
self.ScheduleGroup = {}
local Schedules = self.Game:GetSchedule()
self.ScheduleParagraph = 1 / #Schedules
for i = 1, #Schedules do
local scheduleGroup = {
Schedule = Schedules[i],
FillAmountPercent = i * self.ScheduleParagraph,
SchedulePercentValue = self.ScheduleParagraph / (Schedules[i] - (Schedules[i - 1] or 0))
}
table.insert(self.ScheduleGroup, scheduleGroup)
end
end
--================
--根据目标进度值获取现在的进度条百分比
--@param targetSchedule:目标进度值
--================
function XUiComposeGamePanelSchedule:GetTargetSchedulePercent(targetSchedule)
for i = 1, #self.ScheduleGroup do
if targetSchedule <= self.ScheduleGroup[i].Schedule then
local basePercent = self.ScheduleGroup[i - 1] and self.ScheduleGroup[i - 1].FillAmountPercent or 0
local baseSchedule = self.ScheduleGroup[i - 1] and self.ScheduleGroup[i - 1].Schedule or 0
return basePercent + ((targetSchedule - baseSchedule) * self.ScheduleGroup[i].SchedulePercentValue)
end
end
return 1
end
--================
--设置进度条填充图片Tween动画
--================
function XUiComposeGamePanelSchedule:TweenScheduleFillAmount()
local delta = self.TargetSchedule - self.CurrentSchedule
XLuaUiManager.SetMask(true)
XUiHelper.Tween(TWEEN_TIME, function(f)
if XTool.UObjIsNil(self.Transform) then
return
end
-- 现进度
local currentSchedule = self.CurrentSchedule + math.floor(f * delta)
self.TxtProgress.text = currentSchedule
if currentSchedule <= self.MaxSchedule then
self:SetScheduleFillAmount(currentSchedule)
end
end, function()
if XTool.UObjIsNil(self.Transform) then
return
end
self.CurrentSchedule = self.TargetSchedule
self.TxtProgress.text = self.CurrentSchedule
self:SetScheduleFillAmount(self.CurrentSchedule)
self:SetEffectActive(false)
XLuaUiManager.SetMask(false)
end)
end
--================
--设置Tween时特效是否有效
--@param effectActive:是否有效
--================
function XUiComposeGamePanelSchedule:SetEffectActive(effectActive)
self.PanelEffect.gameObject:SetActiveEx(effectActive)
end
return XUiComposeGamePanelSchedule