PGRData/Script/matrix/xui/xuibodycombinegame/XUiBodyCombineGameMain.lua

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Lua
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---==============================
---@desc: 关卡入口按钮
---==============================
local XUiButtonGrid = XClass(nil, "XUiButtonGrid")
--关卡状态
local StageState = XDataCenter.BodyCombineGameManager.StageState
--解锁的状态
local LockState = XDataCenter.BodyCombineGameManager.LockState
--字体颜色
local Color = {
Red = "red",
White = "white",
}
function XUiButtonGrid:Ctor(ui, stageId)
XTool.InitUiObjectByUi(self, ui)
self.Stage = XDataCenter.BodyCombineGameManager.GetStage(stageId)
self.State = XDataCenter.BodyCombineGameManager.GetStageState(self.Stage:GetStageId())
self:InitUI(stageId)
self:AddListener()
end
function XUiButtonGrid:InitUI(stageId)
self.Button = self.Transform:GetComponent("XUiButton")
local openBanner = self.Stage:GetOpenBanner()
local finishBanner = self.Stage:GetFinishBanner()
self.RImgCome:SetRawImage(openBanner)
self.RImgFinish:SetRawImage(finishBanner)
local itemId = XDataCenter.BodyCombineGameManager.GetCoinItemId()
self.RImgCoinIcon:SetRawImage(XDataCenter.ItemManager.GetItemIcon(itemId))
local stageName = self.Stage:GetStageName()
self.TxtComeLevelTittle.text = stageName
self.TxtLockLevelTittle.text = stageName
self.RedPointId = XRedPointManager.AddRedPointEvent(self.Button, self.OnCheckButtonRedPoint, self, {
XRedPointConditions.Types.CONDITION_BODYCOMBINEGAME_UNLOCKED_STAGE,
}, stageId, false)
end
function XUiButtonGrid:Refresh()
self.State = XDataCenter.BodyCombineGameManager.GetStageState(self.Stage:GetStageId())
self:RefreshState()
end
---==============================
---@desc: 刷新关卡状态
---==============================
function XUiButtonGrid:RefreshState()
local showCome = self.State == StageState.Come
local showPass = self.State == StageState.Pass
local showLock = self.State == StageState.Lock
self.PanelLock.gameObject:SetActiveEx(showLock)
self.PanelCome.gameObject:SetActiveEx(showCome)
self.PanelFinish.gameObject:SetActiveEx(showPass)
self.Button.enabled = not showPass
if showLock then
local cost = self.Stage and self.Stage:GetCost() or 0
local itemId = XDataCenter.BodyCombineGameManager.GetCoinItemId()
local hasCount = XDataCenter.ItemManager.GetCount(itemId)
local color = hasCount >= cost and Color.White or Color.Red
self.TxtContent.text = CSXTextManagerGetText("BodyCombineGameCostTips", color, cost)
end
XRedPointManager.Check(self.RedPointId, self.Stage:GetStageId())
end
function XUiButtonGrid:AddListener()
self.Button.CallBack = function()
if self.State == StageState.Lock then
local stageId = self.Stage:GetStageId()
local lockState = XDataCenter.BodyCombineGameManager.GetLockState(stageId)
if lockState == LockState.Unlocked then
return
elseif lockState == LockState.NoPassPreStage then
local preStageId = self.Stage:GetPreStageId()
local stage = XDataCenter.BodyCombineGameManager.GetStage(preStageId)
local txt = CSXTextManagerGetText("BodyCombineGameLock1Tips", stage and stage:GetStageName() or "")
XUiManager.TipError(txt)
return
elseif lockState == LockState.NoEnoughCoin then
local cost = self.Stage and self.Stage:GetCost() or 0
local itemId = XDataCenter.BodyCombineGameManager.GetCoinItemId()
local itemName = XDataCenter.ItemManager.GetItemName(itemId)
local txt = CSXTextManagerGetText("BodyCombineGameLock2Tips", itemName, cost, itemName)
XUiManager.TipError(txt)
return
else
XDataCenter.BodyCombineGameManager.BodyCombineUnlockRequest(stageId, handler(self, self.RefreshState))
end
end
XLuaUiManager.Open("UiBodyCombineGamePlay", self.Stage)
end
end
function XUiButtonGrid:OnCheckButtonRedPoint(count)
self.Button:ShowReddot(count >= 0)
end
--===========================================================================
---@desc 接头霸王小游戏主界面
--===========================================================================
local XUiBodyCombineGameMain = XLuaUiManager.Register(XLuaUi, "UiBodyCombineGameMain")
local Stage_Members = 4 -- 关卡数量
function XUiBodyCombineGameMain:OnAwake()
self:InitCB()
end
function XUiBodyCombineGameMain:OnStart()
local itemId = XDataCenter.BodyCombineGameManager.GetCoinItemId()
self.AssetPanel = XUiHelper.NewPanelActivityAsset({ itemId }, self.PanelAsset)
self.RImgTittle:SetRawImage(XDataCenter.BodyCombineGameManager.GetActivityTitle())
self.TreasureRedDot = XRedPointManager.AddRedPointEvent(self.BtnTreasure, self.OnCheckTreasureRedPoint, self, {
XRedPointConditions.Types.CONDITION_BODYCOMBINEGAME_REWARD,
})
end
function XUiBodyCombineGameMain:OnEnable()
self:RefreshStageButton()
self:RefreshTaskProgress()
self.TxtTime.text = XDataCenter.BodyCombineGameManager.GetActivityLeftTime()
local isFinishAll = XDataCenter.BodyCombineGameManager.IsFinishAll()
self.PanelAllLevel.gameObject:SetActiveEx(not isFinishAll)
self.RImageSuccess.gameObject:SetActiveEx(isFinishAll)
if isFinishAll then
self.RImageSuccess:SetRawImage(XDataCenter.BodyCombineGameManager.GetFinishBanner())
end
if XDataCenter.BodyCombineGameManager.IsFirstTimeIn() then
XUiManager.ShowHelpTip("BodyCombineGame")
end
self:CheckTreasureRedPoint()
XEventManager.AddEventListener(XEventId.EVENT_BODYCOMBINEGAME_ACTIVITY_END, function()
XDataCenter.BodyCombineGameManager.OnActivityEnd()
end, self)
end
function XUiBodyCombineGameMain:OnDisable()
XEventManager.RemoveEventListener(XEventId.EVENT_BODYCOMBINEGAME_ACTIVITY_END, function()
XDataCenter.BodyCombineGameManager.OnActivityEnd()
end, self)
end
function XUiBodyCombineGameMain:OnGetEvents()
return {
XEventId.EVENT_BODYCOMBINEGAME_ACTIVITY_END,
XEventId.EVENT_BODYCOMBINEGAME_TASK_REWARD,
}
end
function XUiBodyCombineGameMain:OnNotify(evt, ...)
local args = {...}
if evt == XEventId.EVENT_BODYCOMBINEGAME_TASK_REWARD then
self:CheckTreasureRedPoint()
self:RefreshTaskProgress()
end
end
--===========================================================================
---@desc 刷新按钮关卡按钮
--===========================================================================
function XUiBodyCombineGameMain:RefreshStageButton()
local stageIds = XDataCenter.BodyCombineGameManager.GetCurActivityStageIds()
for idx = 1, Stage_Members do
local btnStage = self["StageButton"..idx]
if not btnStage then
local stageId = stageIds[idx]
if not stageId then
goto Continue
end
btnStage = XUiButtonGrid.New(self["PanelLevel"..idx], stageId)
self["StageButton"..idx] = btnStage
end
if not btnStage then
goto Continue
end
btnStage:Refresh()
::Continue::
end
end
--===========================================================================
---@desc 刷新任务按钮状态
--===========================================================================
function XUiBodyCombineGameMain:RefreshTaskProgress()
local taskFinish, taskTotal = XDataCenter.BodyCombineGameManager.TaskProgress()
local taskProgress
if taskTotal == 0 then
taskProgress = 0
else
taskProgress = taskFinish / taskTotal
end
self.ImgJindu.fillAmount = taskProgress
self.TxtStarNum.text = CSXTextManagerGetText("BodyCombineGameTaskProgress", taskFinish, taskTotal)
self.ImgLingqu.gameObject:SetActiveEx(taskFinish > 0 and taskTotal == taskFinish)
end
function XUiBodyCombineGameMain:InitCB()
self.BtnMainUi.CallBack = function()
XLuaUiManager.RunMain()
end
self.BtnBack.CallBack = function()
self:Close()
end
self:BindHelpBtn(self.BtnHelp, "BodyCombineGame")
self.BtnTreasure.CallBack = function()
self:OnBtnTreasureClick()
end
end
function XUiBodyCombineGameMain:OnBtnTreasureClick()
XLuaUiManager.Open("UiBodyCombineGameTask")
end
--检查奖励红点回调
function XUiBodyCombineGameMain:OnCheckTreasureRedPoint(count)
self.BtnTreasure:ShowReddot(count >= 0)
end
--检查奖励红点
function XUiBodyCombineGameMain:CheckTreasureRedPoint()
XRedPointManager.Check(self.TreasureRedDot)
end