PGRData/Script/matrix/xui/xuiaccumulatedconsume/XUiConsumeActivityLuckyBag.lua

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--- 福袋抽卡
local XUiConsumeActivityLuckyBag = XLuaUiManager.Register(XLuaUi, "UiConsumeActivityLuckyBag")
local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
local XUiGridConsumeRewardItem = require("XUi/XUiAccumulatedConsume/XUiGridConsumeRewardItem")
local IndexDropDetail = 1
local defaultAnimationName = "Stand1"
local drawAnimationName = "UIKnock"
local IsDrawing = false
function XUiConsumeActivityLuckyBag:OnAwake()
self:RegisterUiEvents()
self:InitSceneRoot()
end
function XUiConsumeActivityLuckyBag:OnStart()
---@type ConsumeDrawActivityEntity
self.ConsumeDrawActivity = XDataCenter.AccumulatedConsumeManager.GetConsumeDrawActivity()
self.ItemId = self.ConsumeDrawActivity:GetDrawCardCoinItemId()
self.AssetPanel = XUiHelper.NewPanelActivityAsset({ self.ItemId }, self.PanelSpecialTool)
self:InitRewardList()
self:InitView()
XEventManager.AddEventListener(XEventId.EVENT_ITEM_COUNT_UPDATE_PREFIX .. self.ItemId, self.RefreshSurplusCount, self)
-- 开启自动关闭检查
local endTime = self.ConsumeDrawActivity:GetLuckyEndTime()
self:SetAutoCloseInfo(endTime, function(isClose)
self.IsEnd = isClose
if isClose and not IsDrawing then
XDataCenter.AccumulatedConsumeManager.HandleActivityEndTime()
end
end)
end
function XUiConsumeActivityLuckyBag:OnEnable()
self.Super.OnEnable(self)
self:RefreshModel()
-- 刷新抽奖进度
self:RefreshRewardFillAmount()
end
function XUiConsumeActivityLuckyBag:OnDestroy()
XEventManager.RemoveEventListener(XEventId.EVENT_ITEM_COUNT_UPDATE_PREFIX .. self.ItemId, self.RefreshSurplusCount, self)
end
function XUiConsumeActivityLuckyBag:RegisterUiEvents()
XUiHelper.RegisterClickEvent(self, self.BtnBack, self.OnBtnBackClick)
XUiHelper.RegisterClickEvent(self, self.BtnMainUi, self.OnBtnMainUiClick)
XUiHelper.RegisterClickEvent(self, self.BtnOpenOne, self.OnBtnOpenOne)
XUiHelper.RegisterClickEvent(self, self.BtnOpenSurplus, self.OnBtnOpenSurplus)
XUiHelper.RegisterClickEvent(self, self.BtnExchange, self.OnBtnExchange)
XUiHelper.RegisterClickEvent(self, self.PaenlBtTips, self.OnBtnPanelTips)
end
function XUiConsumeActivityLuckyBag:OnBtnBackClick()
self:Close()
end
function XUiConsumeActivityLuckyBag:OnBtnMainUiClick()
XLuaUiManager.RunMain()
end
-- 开启一次
function XUiConsumeActivityLuckyBag:OnBtnOpenOne()
-- 单次开启需要消耗代币的个数
local coinCost = self.ConsumeDrawActivity:GetCoinCost()
self:DrawReward(coinCost, 1)
end
-- 开启剩余
function XUiConsumeActivityLuckyBag:OnBtnOpenSurplus()
-- 单次开启需要消耗代币的个数
local coinCost = self.ConsumeDrawActivity:GetCoinCost()
-- X次开启需要消耗代币的个数
local surplusCount = self.ConsumeDrawActivity:GetMaxDrawCount()
local surplusCost = surplusCount * coinCost
self:DrawReward(surplusCost, surplusCount)
end
-- 打开兑换界面
function XUiConsumeActivityLuckyBag:OpenExchangePenal()
if XLuaUiManager.IsUiShow("UiLottoTanchuang2") then
return
end
XLuaUiManager.Open("UiLottoTanchuang2", self.ConsumeDrawActivity:GetAssetItemId(), {
consumeIcons = XAccumulatedConsumeConfig.GetConsumeSpecialIcons(),
targetIcon = XAccumulatedConsumeConfig.GetTargetIcon(),
supportInput = true,
})
end
-- 福袋兑换
function XUiConsumeActivityLuckyBag:OnBtnExchange()
self:OpenExchangePenal()
end
-- 规则说明
function XUiConsumeActivityLuckyBag:OnBtnPanelTips()
XLuaUiManager.Open("UiConsumeActivityLog", IndexDropDetail)
end
function XUiConsumeActivityLuckyBag:InitSceneRoot()
local root = self.UiModelGo.transform
self.PanelModel = root:FindTransform("PanelModel")
self.ImgEffectHuanren = root:FindTransform("ImgEffectHuanren1")
self.RoleModelPanel = XUiPanelRoleModel.New(self.PanelModel, self.Name, nil, true, false, true)
end
function XUiConsumeActivityLuckyBag:RefreshModel()
local modelId = self.ConsumeDrawActivity:GetModelId()
self.ImgEffectHuanren.gameObject:SetActiveEx(false)
self.RoleModelPanel:UpdateRoleModel(modelId, self.PanelModel, XModelManager.MODEL_UINAME.XUiConsumeActivityLuckyBag, function(model)
CS.XShadowHelper.AddShadow(model)
end, false, false, false, true)
self.RoleModelPanel:ShowRoleModel()
end
function XUiConsumeActivityLuckyBag:InitView()
-- 活动时间
self.TxtTime.text = self.ConsumeDrawActivity:GetActivityTime()
-- 奖励描述
self.TxtRewardDesc.text = XUiHelper.ConvertLineBreakSymbol(self.ConsumeDrawActivity:GetRewardDescription())
-- 单次开启需要消耗代币的个数
local coinCost = self.ConsumeDrawActivity:GetCoinCost()
self.BtnOpenOne:SetName(coinCost)
-- X次开启需要消耗代币的个数
local surplusCount = self.ConsumeDrawActivity:GetMaxDrawCount()
local surplusCost = surplusCount * coinCost
self.BtnOpenSurplus:SetName(surplusCost)
-- 代币图标
local coinIcon = XEntityHelper.GetItemIcon(self.ItemId)
self.BtnOpenOne:SetRawImage(coinIcon)
self.BtnOpenSurplus:SetRawImage(coinIcon)
end
function XUiConsumeActivityLuckyBag:InitRewardList()
self.ProgressIds = self.ConsumeDrawActivity:GetRewardProgressId()
self.RewardGrids = {}
local progressNum = #self.ProgressIds
for i = progressNum, 1, -1 do
local go = i == progressNum and self.PanelActive or XUiHelper.Instantiate(self.PanelActive, self.PanelGift)
local grid = XUiGridConsumeRewardItem.New(self, go, self.ProgressIds[i])
self.RewardGrids[self.ProgressIds[i]] = grid
grid.GameObject:SetActiveEx(true)
end
end
function XUiConsumeActivityLuckyBag:RefreshRewardFillAmount()
local drawNum = XDataCenter.AccumulatedConsumeManager.GetDrawCumulativeNum()
local progressRequiredInfo = self.ConsumeDrawActivity:GetRewardProgressRequired()
local maxProgressRequired = progressRequiredInfo[#progressRequiredInfo]
local cycleIndex, progress = math.modf(drawNum / maxProgressRequired)
self.ImgDaylyActiveProgress.fillAmount = progress
-- 浮点数计算有误差,这里使用整数计算
local count = drawNum - cycleIndex * maxProgressRequired
for _, grid in pairs(self.RewardGrids) do
grid:Refresh(count)
end
end
function XUiConsumeActivityLuckyBag:RefreshSurplusCount()
-- 单次开启需要消耗代币的个数
local coinCost = self.ConsumeDrawActivity:GetCoinCost()
-- X次开启需要消耗代币的个数
local surplusCount = self.ConsumeDrawActivity:GetMaxDrawCount()
local surplusCost = surplusCount * coinCost
self.BtnOpenSurplus:SetName(surplusCost)
end
function XUiConsumeActivityLuckyBag:DrawReward(coinCost, count)
if XEntityHelper.CheckItemCountIsEnough(self.ItemId, coinCost, false) then
-- 满足抽卡 播放本次抽卡动画
XLuaUiManager.SetMask(true)
IsDrawing = true
XDataCenter.AccumulatedConsumeManager.ConsumeDrawDoDrawRequest(count, handler(self, self.ShowRewardList))
else
--不满足 弹窗显示黑卡与新代币的快捷兑换界面
self:OpenExchangePenal()
end
end
function XUiConsumeActivityLuckyBag:ShowRewardList(dropRewardList, progressRewardList)
if XTool.IsTableEmpty(dropRewardList) and XTool.IsTableEmpty(progressRewardList) then
XLuaUiManager.SetMask(false)
IsDrawing = false
if self.IsEnd then
XDataCenter.AccumulatedConsumeManager.HandleActivityEndTime()
end
return
end
local asynPlayAnima = asynTask(function(animaName, cb)
-- 播放特效
self.ImgEffectHuanren.gameObject:SetActiveEx(false)
self.ImgEffectHuanren.gameObject:SetActiveEx(true)
-- 播放动画
self.RoleModelPanel:PlayAnima(animaName, true, cb, cb)
end)
local asynDrawResult = asynTask(function(rewardList, cb)
XLuaUiManager.Open("UiGachaOrganizeDrawResult", rewardList, function()
if cb then
cb()
end
end)
end)
RunAsyn(function()
-- 抽奖奖励
if not XTool.IsTableEmpty(dropRewardList) then
asynPlayAnima(drawAnimationName)
XLuaUiManager.SetMask(false)
local rewards = XRewardManager.MergeAndSortRewardGoodsList(dropRewardList)
asynDrawResult(rewards)
self.RoleModelPanel:PlayAnima(defaultAnimationName, true)
end
-- 更新累计次数
self:RefreshRewardFillAmount()
IsDrawing = false
-- 累计奖励
if not XTool.IsTableEmpty(progressRewardList) then
XUiManager.OpenUiObtain(progressRewardList)
local signalCode = XLuaUiManager.AwaitSignal("UiObtain", "Close", self)
if signalCode ~= XSignalCode.SUCCESS then return end
end
if self.IsEnd then
XDataCenter.AccumulatedConsumeManager.HandleActivityEndTime()
end
end)
end
return XUiConsumeActivityLuckyBag