PGRData/Script/matrix/xui/xuifubenactivitypuzzle/XUiFubenActivityPuzzleRewardPanel.lua

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4.8 KiB
Lua
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local tableInsert = table.insert
local XUiFubenActivityPuzzleRewardPanel = XClass(nil, "XUiFubenActivityPuzzleRewardPanel")
local XUiFubenActivityPuzzleAreaRewardBtn = require("XUi/XUiFubenActivityPuzzle/XUiFubenActivityPuzzleAreaRewardBtn")
function XUiFubenActivityPuzzleRewardPanel:Ctor(rootUi, ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
XTool.InitUiObject(self)
self:Init()
end
function XUiFubenActivityPuzzleRewardPanel:Init()
self.CompleteGridReward = XUiGridCommon.New(self.RootUi, self.GridReward)
self.AreaBtns = {}
for i=1, 4, 1 do
self["AreaBtn"..i] = XUiFubenActivityPuzzleAreaRewardBtn.New(self.RootUi, self["AwardBtn0"..i], function () self:OnRewardClick(i) end)
XUiButtonLongClick.New(self["AreaBtn"..i].Pointer, 200, self, function() self:OnAreaLongExit() end, function () self:OnAreaLongClick(i) end, function () self:OnAreaLongUp() end, true)
tableInsert(self.AreaBtns, self["AreaBtn"..i])
end
end
function XUiFubenActivityPuzzleRewardPanel:RefreshPanel(puzzleId)
self.PuzzleId = puzzleId
self:RefreshCompleteReward(self.PuzzleId)
self:RefreshAreaReward(self.PuzzleId)
end
function XUiFubenActivityPuzzleRewardPanel:RefreshCompleteReward(puzzleId)
local puzzleTemplate = XFubenActivityPuzzleConfigs.GetPuzzleTemplateById(puzzleId)
local reward = XRewardManager.GetRewardList(puzzleTemplate.CompleteRewardId)[1]
local count = reward.Count
self.CompleteRewardEffect.gameObject:SetActive(false) -- 隐藏特效
if self.CompleteGridReward then
self.CompleteGridReward:Refresh(reward)
local isGot = XDataCenter.FubenActivityPuzzleManager.CheckCompleteRewardIsGot(puzzleId)
if isGot and isGot == XFubenActivityPuzzleConfigs.CompleteRewardState.Rewarded then
self.ReceiveItem.gameObject:SetActiveEx(true)
else
self.ReceiveItem.gameObject:SetActiveEx(false)
if XDataCenter.FubenActivityPuzzleManager.GetPuzzleStateById(puzzleId) == XFubenActivityPuzzleConfigs.PuzzleState.Complete then
self:ShowCompleteRewardEffect()
end
end
end
end
function XUiFubenActivityPuzzleRewardPanel:RefreshAreaReward(puzzleId)
local puzzleTemplate = XFubenActivityPuzzleConfigs.GetPuzzleTemplateById(puzzleId)
local rewardIds = puzzleTemplate.RewardId
for index, rewardId in ipairs(rewardIds) do
local reward = XRewardManager.GetRewardList(rewardId)[1]
local itemId = reward.TemplateId
local itemIcon = XDataCenter.ItemManager.GetItemIcon(itemId)
local count = reward.Count
if self.AreaBtns[index] then
self.AreaBtns[index]:Refresh(itemIcon, count)
if XDataCenter.FubenActivityPuzzleManager.IsRewardHasTaked(puzzleId, index) then
self.AreaBtns[index]:SetTaked()
else
local isCanTake = XDataCenter.FubenActivityPuzzleManager.CheckAreaRewardCanTake(self.PuzzleId, index)
if isCanTake then self.AreaBtns[index]:SetCanTake() else self.AreaBtns[index]:SetNormal() end
end
end
end
end
function XUiFubenActivityPuzzleRewardPanel:OnRewardClick(index)
if self.CurTouchedIndex then
self.CurTouchedIndex = nil
return
end
XDataCenter.FubenActivityPuzzleManager.GetReward(self.PuzzleId, index)
end
function XUiFubenActivityPuzzleRewardPanel:OnAreaLongClick(index)
if XDataCenter.FubenActivityPuzzleManager.IsRewardHasTaked(self.PuzzleId, index) then
return
end
if not self.CurTouchedIndex then
local needBlockStr = XFubenActivityPuzzleConfigs.GetPuzzleTemplateById(self.PuzzleId).RewardPiecesStr[index]
local needBlockArr = string.ToIntArray(needBlockStr)
self.RootUi.PanelGame:ShowAwardAreaByList(needBlockArr)
self.CurTouchedIndex = index
else
if self.CurTouchedIndex ~= index then
local needBlockStr = XFubenActivityPuzzleConfigs.GetPuzzleTemplateById(self.PuzzleId).RewardPiecesStr[index]
local needBlockArr = string.ToIntArray(needBlockStr)
self.RootUi.PanelGame:HideAllAwardArea()
self.RootUi.PanelGame:ShowAwardAreaByList(needBlockArr)
self.CurTouchedIndex = index
end
end
end
function XUiFubenActivityPuzzleRewardPanel:OnAreaLongUp()
self.RootUi.PanelGame:HideAllAwardArea()
end
function XUiFubenActivityPuzzleRewardPanel:OnAreaLongExit()
self.CurTouchedIndex = nil
end
function XUiFubenActivityPuzzleRewardPanel:ShowCompleteRewardEffect()
self.CompleteRewardEffect.gameObject:SetActive(false)
self.CompleteRewardEffect.gameObject:SetActive(true)
end
function XUiFubenActivityPuzzleRewardPanel:SetActiveEx(bool)
self.GameObject:SetActiveEx(bool)
end
return XUiFubenActivityPuzzleRewardPanel