PGRData/Script/matrix/xui/xuifubensimulatedcombat/XUiSimulatedCombatTaskReward.lua

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local XUiSimulatedCombatTaskReward = XLuaUiManager.Register(XLuaUi, "UiSimulatedCombatTaskReward")
local XUiGridTask = require("XUi/XUiFubenSimulatedCombat/ChildItem/XUiGridTask")
function XUiSimulatedCombatTaskReward:OnAwake()
self.DynamicTable = XDynamicTableNormal.New(self.PanelTaskList)
self.DynamicTable:SetDelegate(self)
self.DynamicTable:SetProxy(XUiGridTask)
CsXUiHelper.RegisterClickEvent(self.BtnBg, handler(self, self.Close))
self.BtnClose.CallBack = function() self:Close() end
self.GridTask.gameObject:SetActiveEx(false)
end
function XUiSimulatedCombatTaskReward:OnStart(rootUi)
self.RootUi = rootUi
end
--停止计时器
function XUiSimulatedCombatTaskReward:StopTimer()
if self.Timer then
XScheduleManager.UnSchedule(self.Timer)
self.Timer = nil
end
end
--活动时间倒计时
function XUiSimulatedCombatTaskReward:SetTimer()
local endTimeSecond = XTime.GetSeverTomorrowFreshTime()
local now = XTime.GetServerNowTimestamp()
if now <= endTimeSecond then
self:StopTimer()
if now <= endTimeSecond then
self.TxtTime.text = string.format("%s", XUiHelper.GetTime(endTimeSecond - now, XUiHelper.TimeFormatType.DAILY_TASK))
else
self.TxtTime.text = ""
end
self.Timer = XScheduleManager.ScheduleForever(function()
now = XTime.GetServerNowTimestamp()
if now > endTimeSecond then
self:StopTimer()
return
end
if now <= endTimeSecond then
self.TxtTime.text = string.format("%s", XUiHelper.GetTime(endTimeSecond - now, XUiHelper.TimeFormatType.DAILY_TASK))
else
self.TxtTime.text = ""
end
end, XScheduleManager.SECOND, 0)
end
end
function XUiSimulatedCombatTaskReward:OnDisable()
self:StopTimer()
end
function XUiSimulatedCombatTaskReward:SetupStarReward()
local taskList = XDataCenter.TaskManager.GetSimulatedCombatTaskList()
if not taskList then
return
end
table.sort(taskList, function(a, b)
local priorityA = 0
local priorityB = 0
local taskA = a
local taskB = b
if taskA.State == XDataCenter.TaskManager.TaskState.Achieved then
priorityA = priorityA + 2
end
if taskA.State == XDataCenter.TaskManager.TaskState.Finish then
priorityA = priorityA - 3
end
if taskB.State == XDataCenter.TaskManager.TaskState.Achieved then
priorityB = priorityB + 2
end
if taskB.State == XDataCenter.TaskManager.TaskState.Finish then
priorityB = priorityB - 3
end
if priorityA > priorityB then
return true
elseif priorityA == priorityB then
return a.Id < b.Id
end
return false
end)
self.TaskList = taskList
self.DynamicTable:SetDataSource(self.TaskList)
self.DynamicTable:ReloadDataSync()
end
function XUiSimulatedCombatTaskReward:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_INIT then
grid.RootUi = self
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local task = self.TaskList[index]
grid:ResetData(task)
end
end
function XUiSimulatedCombatTaskReward:OnEnable()
self:SetupStarReward()
self:SetTimer()
end
function XUiSimulatedCombatTaskReward:OnNotify(evt, ...)
if evt == XEventId.EVENT_TASK_SYNC then
self:SetupStarReward()
self:SetTimer()
end
end
function XUiSimulatedCombatTaskReward:OnGetEvents()
return { XEventId.EVENT_TASK_SYNC }
end