PGRData/Script/matrix/xui/xuitrial/XUiPanelTrialMain.lua

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local XUiPanelTrialMain = XClass(nil, "XUiPanelTrialMain")
local XUiPanelTrialTaskList = require("XUi/XUiTrial/XUiPanelTrialTaskList")
local XUiPanelTrialType = require("XUi/XUiTrial/XUiPanelTrialType")
function XUiPanelTrialMain:Ctor(ui, uiRoot)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.UiRoot = uiRoot
XTool.InitUiObject(self)
self:AddListener()
self:InitUiAfterAuto()
end
function XUiPanelTrialMain:InitUiAfterAuto()
self.TrialTaskList = XUiPanelTrialTaskList.New(self.PanelTrialTaskList, self.UiRoot, self)
self.TrialTypeList = XUiPanelTrialType.New(self.PanelTrialType, self.UiRoot, self)
self.TxtName.text = CS.XTextManager.GetText("TrialName")
self.ProForImg = {}
self.ProForImg[1] = self.ImgPro1.gameObject
self.ProForImg[2] = self.ImgPro2.gameObject
self.ProForImg[3] = self.ImgPro3.gameObject
self.ProForImg[4] = self.ImgPro4.gameObject
self.ProForImg[5] = self.ImgPro5.gameObject
self.ProBackEndImg = {}
self.ProBackEndImg[1] = self.ImgPro1A.gameObject
self.ProBackEndImg[2] = self.ImgPro2A.gameObject
self.ProBackEndImg[3] = self.ImgPro3A.gameObject
self.ProBackEndImg[4] = self.ImgPro4A.gameObject
self.ProBackEndImg[5] = self.ImgPro5A.gameObject
self.ProBackEndAnimation = {}
self.ProForAnimation = {}
self.ProForAnimation[1] = "AniTrialImgPro1"
self.ProForAnimation[2] = "AniTrialImgPro2"
self.ProForAnimation[3] = "AniTrialImgPro3"
self.ProForAnimation[4] = "AniTrialImgPro4"
self.ProForAnimation[5] = "AniTrialImgPro5"
self.ProBackEndAnimation[1] = "AniTrialImgPro6"
self.ProBackEndAnimation[2] = "AniTrialImgPro7"
self.ProBackEndAnimation[3] = "AniTrialImgPro8"
self.ProBackEndAnimation[4] = "AniTrialImgPro9"
self.ProBackEndAnimation[5] = "AniTrialImgPro10"
self.ProBackEndFx = {}
self.ProForFx = {}
self.ProForFx[1] = self.PanelFx1
self.ProForFx[2] = self.PanelFx2
self.ProForFx[3] = self.PanelFx3
self.ProForFx[4] = self.PanelFx4
self.ProForFx[5] = self.PanelFx5
self.ProBackEndFx[1] = self.PanelFx1A
self.ProBackEndFx[2] = self.PanelFx2A
self.ProBackEndFx[3] = self.PanelFx3A
self.ProBackEndFx[4] = self.PanelFx4A
self.ProBackEndFx[5] = self.PanelFx5A
end
-- 重新设置list的item的状态让特效出现。
function XUiPanelTrialMain:SetListItemFx()
self.TrialTaskList:SetListItemFx()
end
-- 关闭list的item的特效防止特效透ui。
function XUiPanelTrialMain:ClostListItemFx()
self.TrialTaskList:ClostListItemFx()
end
-- trialtype,1:前段 2:后段
function XUiPanelTrialMain:SeleTrialType(trialtype)
self.CurTrialType = trialtype
self.TrialTaskList:UpdateTaskList(trialtype)
end
-- 特效播放完
function XUiPanelTrialMain:FxFisish()
self.TrialTaskList:OpenFxFinish(true)
self.TrialTaskList:SetListItemFx()
end
-- 打开
function XUiPanelTrialMain:OpenView()
XDataCenter.TrialManager.UnLockRed = true
self.TrialTaskList:OpenFxFinish(false)
self.UiRoot:PlayAnimation("AnimStartEnable", function()
self.Dark.gameObject:SetActive(false)
self:FxFisish()
end)
self:RewardGetHandle()
end
-- 关闭
function XUiPanelTrialMain:CloseView()
for _, v in pairs(self.ProForFx) do
v.gameObject:SetActive(false)
end
for _, v in pairs(self.ProBackEndFx) do
v.gameObject:SetActive(false)
end
end
-- 必须保证奖励能正确领取到
function XUiPanelTrialMain:RewardGetHandle()
local curTrialType = XDataCenter.TrialManager.FinishTrialType()
if curTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
self.CurTrialType = curTrialType
else
if self.UiRoot.RewardUIOpen then--奖励界面还在,不需要判断。
return
end
if XDataCenter.TrialManager.TrialRewardGetedFinish() and not XDataCenter.TrialManager.TypeRewardByTrialtype(XDataCenter.TrialManager.TrialTypeCfg.TrialFor) then
self.CurTrialType = XDataCenter.TrialManager.TrialTypeCfg.TrialFor
self.UiRoot:HandleForTrialFinish()
elseif not XDataCenter.TrialManager.TrialRewardGetedFinish() then
self.CurTrialType = XDataCenter.TrialManager.TrialTypeCfg.TrialFor
else
self.CurTrialType = curTrialType
if XDataCenter.TrialManager.TrialRewardGetedBackEndFinish() and not XDataCenter.TrialManager.TypeRewardByTrialtype(XDataCenter.TrialManager.TrialTypeCfg.TrialBackEnd) then
self.UiRoot:HandleBackFinishTips()
end
end
end
self:SeleTrialType(self.CurTrialType)
self:SetTrialTypeNameByType(self.CurTrialType)
self:SetTypeTrialPro()
self:SetTrialBg(self.CurTrialType)
end
--结算后重新更新数据
function XUiPanelTrialMain:UpdateViewOnFinish()
self:SeleTrialType(self.CurTrialType)
self.TrialTypeList:SetTrialTypeNameByType(self.CurTrialType)
self:SetTypeTrialPro()
end
-- 通过类型设置名字
function XUiPanelTrialMain:SetTrialTypeNameByType(trialtype)
self.TrialTypeList:SetTrialTypeNameByType(trialtype)
self.TrialTypeList:InitScrollState(trialtype)
end
-- 设置背景
function XUiPanelTrialMain:SetTrialBg(trialtype)
self.UiRoot:SetTrialBg(trialtype)
end
-- 设置类型关卡进度
function XUiPanelTrialMain:SetTypeTrialPro()
if self.CurTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
local cfg = XTrialConfigs.GetForTotalData()
self.PanelForPro.gameObject:SetActive(true)
self.PanelBackEndPro.gameObject:SetActive(false)
self.ImgForPartPro.gameObject:SetActive(true)
self.ImgBackEndPartPro.gameObject:SetActive(false)
for k, v in pairs(cfg) do
if XDataCenter.TrialManager.TrialLevelFinished(v.Id) and XDataCenter.TrialManager.TrialRewardGeted(v.Id) then
self.ProForImg[k]:SetActive(false)
else
self.ProForImg[k]:SetActive(true)
end
end
else
local cfg = XTrialConfigs.GetBackEndTotalData()
self.PanelForPro.gameObject:SetActive(false)
self.PanelBackEndPro.gameObject:SetActive(true)
self.ImgForPartPro.gameObject:SetActive(false)
self.ImgBackEndPartPro.gameObject:SetActive(true)
for k, v in pairs(cfg) do
if XDataCenter.TrialManager.TrialLevelFinished(v.Id) and XDataCenter.TrialManager.TrialRewardGeted(v.Id) then
self.ProBackEndImg[k]:SetActive(false)
else
self.ProBackEndImg[k]:SetActive(true)
end
end
end
end
-- 前段打完后处理
function XUiPanelTrialMain:SetForTrialFinish(trialtype)
self:SeleTrialType(trialtype)
self:SetTrialTypeNameByType(trialtype)
self:SetTrialBg(trialtype)
end
-- 设置单个进度
function XUiPanelTrialMain:SetTypeTrialSignlePro(index, cb)
if self.CurTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
self.UiRoot:PlayAnimation(self.ProForAnimation[index], cb)
self.ProForFx[index].gameObject:SetActive(true)
else
self.UiRoot:PlayAnimation(self.ProBackEndAnimation[index], cb)
self.ProBackEndFx[index].gameObject:SetActive(true)
end
end
function XUiPanelTrialMain:AddListener()
self.BtnHelp.CallBack = function() self:OnBtnHelpClick() end
self.BtnType.CallBack = function() self:OnBtnTypeClick() end
end
-- auto
function XUiPanelTrialMain:OnBtnHelpClick()
XUiManager.UiFubenDialogTip("", CS.XTextManager.GetText("TrialIllustration") or "")
end
function XUiPanelTrialMain:OnBtnTypeClick()
if self.CurTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
local cfg = XTrialConfigs.GetTrialTypeCfg(XDataCenter.TrialManager.TrialTypeCfg.TrialFor)
if not cfg then
return
end
local rewards = XRewardManager.GetRewardList(cfg.RewardId)
if rewards and rewards[1] then
XLuaUiManager.Open("UiEquipDetail", rewards[1].TemplateId, true)
end
else
local cfg = XTrialConfigs.GetTrialTypeCfg(XDataCenter.TrialManager.TrialTypeCfg.TrialBackEnd)
if not cfg then
return
end
local rewards = XRewardManager.GetRewardList(cfg.RewardId)
if rewards and rewards[1] then
XLuaUiManager.Open("UiEquipDetail", rewards[1].TemplateId, true)
end
end
end
return XUiPanelTrialMain