PGRData/Script/matrix/xui/xuitask/XUiPanelTaskDaily.lua

250 lines
No EOL
8.8 KiB
Lua

XUiPanelTaskDaily = XClass(nil, "XUiPanelTaskDaily")
local DailyTimeSchedule = nil
local ProTime = 2
local GridTimeAnimation = 50
local IsMulting = false
local ShowRewardList = {}
function XUiPanelTaskDaily:Ctor(ui, parent)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.Parent = parent
XTool.InitUiObject(self)
self.BtnWeekActive.CallBack = function() self:OnBtnBackClick() end
self.PanelActive.gameObject:SetActiveEx(false)
self:InitPanelActiveGrid()
self.ItemObjList = {}
-- 自适应调整
self.OriginPosition = self.PanelActiveGrids[1].Transform.localPosition
self.ActiveProgressRect = self.ImgDaylyActiveProgress:GetComponent("RectTransform")
self.ActiveProgressPosition = self.ImgDaylyActiveProgress.transform.localPosition
self.OffsetPanelPosition = self.PanelContent.localPosition
self.PanelDailyListRect = self.PanelTaskDailyList
-- self:UpdateActiveness()
self:ShowDailyPanel()
self.DynamicTable = XDynamicTableNormal.New(self.PanelTaskDailyList.gameObject)
self.DynamicTable:SetProxy(XDynamicDailyTask)
self.DynamicTable:SetDelegate(self)
XRedPointManager.AddRedPointEvent(self.ImgWeek, self.CheckWeeKActiveRedDot, self, { XRedPointConditions.Types.CONDITION_TASK_WEEK_ACTIVE })
XDataCenter.ItemManager.AddCountUpdateListener(XDataCenter.ItemManager.ItemId.DailyActiveness, function()
self:UpdateActiveness()
self.Parent:CheckDailyTask()
end, self.TxtDailyActive)
end
--动态列表事件
function XUiPanelTaskDaily:OnDynamicTableEvent(event, index, grid)
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
local data = self.DailyTasks[index]
if data == nil then return end
grid.RootUi = self.Parent
grid:ResetData(data)
self.GridCount = self.GridCount + 1
elseif event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_RELOAD_COMPLETED then
if not self.IsPlayAnimation then
return
end
local grids = self.DynamicTable:GetGrids()
self.GridIndex = 1
self.CurAnimationTimerId = XScheduleManager.Schedule(function()
local item = grids[self.GridIndex]
if item then
item.GameObject:SetActiveEx(true)
item:PlayAnimation()
end
self.GridIndex = self.GridIndex + 1
end, GridTimeAnimation, self.GridCount, 0)
end
end
--
function XUiPanelTaskDaily:CheckWeeKActiveRedDot(count)
self.ImgWeek.gameObject:SetActiveEx(count >= 0)
end
function XUiPanelTaskDaily:InitPanelActiveGrid()
self.PanelActiveGrids = {}
self.PanelActiveGridRects = {}
for i = 1, 5, 1 do
local grid = self.PanelActiveGrids[i]
if not grid then
if i == 1 then
grid = XUiPanelActive.New(self.PanelActive, self.Parent, i, self)
else
local activeGO = CS.UnityEngine.Object.Instantiate(self.PanelActive)
activeGO.transform:SetParent(self.PanelContent, false)
grid = XUiPanelActive.New(activeGO, self.Parent, i, self)
end
self.PanelActiveGrids[i] = grid
self.PanelActiveGridRects[i] = grid.Transform:GetComponent("RectTransform")
end
end
end
function XUiPanelTaskDaily:UpdateActiveness()
local dActiveness = XDataCenter.ItemManager.GetDailyActiveness().Count
local dailyActiveness = XTaskConfig.GetDailyActiveness()
local dailyActivenessTotal = XTaskConfig.GetDailyActivenessTotal()
if dailyActivenessTotal > 0 then
local fillAmount = dActiveness / dailyActivenessTotal
if self.Curfillamount ~= fillAmount then
self.ImgDaylyActiveProgress:DOFillAmount(fillAmount, ProTime)
self.Curfillamount = fillAmount
end
end
self.TxtDailyActive.text = dActiveness
for i = 1, 5 do
self.PanelActiveGrids[i]:UpdateActiveness(dailyActiveness[i], dActiveness)
end
-- 自适应
local activeProgressRectSize = self.ActiveProgressRect.rect.size
local offsetWidth = self.OffsetPanelPosition.x - self.ActiveProgressPosition.x
local itemOffset = activeProgressRectSize.x / #self.PanelActiveGrids
for i = 1, #self.PanelActiveGrids do
local itemWidth = self.PanelActiveGridRects[i].sizeDelta.x / 2
local adjustPosition = CS.UnityEngine.Vector3(self.ActiveProgressPosition.x + i * itemOffset - offsetWidth - itemWidth, self.OriginPosition.y, self.OriginPosition.z)
self.PanelActiveGridRects[i].anchoredPosition3D = adjustPosition
self.PanelActiveGridRects[i].gameObject:SetActiveEx(true)
end
end
function XUiPanelTaskDaily:OnBtnBackClick()
self:ShowDailyPanel()
end
function XUiPanelTaskDaily:ShowDailyPanel()
self.PanelDaily.gameObject:SetActiveEx(true)
end
function XUiPanelTaskDaily:ShowPanel(isPlayAnimation)
self.GridCount = 0
self.IsPlayAnimation = isPlayAnimation
self:StartSchedule()
self.GameObject:SetActiveEx(true)
local tasks = self:GetTasks()
self.DailyTasks = tasks
self.PanelNoneDailyTask.gameObject:SetActiveEx(#self.DailyTasks <= 0)
self.DynamicTable:SetDataSource(tasks)
self.DynamicTable:ReloadDataASync()
end
function XUiPanelTaskDaily:GetTasks()
local allAchieveTasks = {}
local tasks = XDataCenter.TaskManager.GetDailyTaskList()
for _, v in pairs(tasks) do
if v.State == XDataCenter.TaskManager.TaskState.Achieved then
table.insert(allAchieveTasks , v.Id)
end
end
local finalResultTaskDataList = {}
if allAchieveTasks and next(allAchieveTasks) then
self.ReceiveAll = true -- 一键领取激活
local receiveCb = function ()
IsMulting = true
XLuaUiManager.SetMask(true)
XDataCenter.TaskManager.FinishMultiTaskRequest(allAchieveTasks, function(rewardGoodsList)
-- 第一次请求返回 必不做弹窗奖励,插入奖励列表 等待refresh 检测同步的任务是否还有未领取
for key, reward in pairs(rewardGoodsList) do
table.insert(ShowRewardList, reward)
end
end)
end
finalResultTaskDataList[1] = {ReceiveAll = true, AllAchieveTaskDatas = allAchieveTasks, ReceiveCb = receiveCb}
for i = 1, #tasks do
table.insert(finalResultTaskDataList, tasks[i])
end
else
self.ReceiveAll = false
finalResultTaskDataList = tasks
end
return finalResultTaskDataList
end
function XUiPanelTaskDaily:HidePanel()
self.IsPlayAnimation = false
self:StopSchedule()
self.GameObject:SetActiveEx(false)
end
function XUiPanelTaskDaily:CheckRefreshLeftNewTask()
local tempTasks = self:GetTasks()
-- 同步任务刷新 开始检查是否有剩余任务
if self.ReceiveAll then --有剩余的未激活任务
local leftTasks = tempTasks[1].AllAchieveTaskDatas
if leftTasks and next(leftTasks) then
XDataCenter.TaskManager.FinishMultiTaskRequest(leftTasks, function(rewardGoodsList)
-- 有剩余任务 返回的奖励必不弹窗,插入奖励列表
for key, reward in pairs(rewardGoodsList) do
table.insert(ShowRewardList, reward)
end
end)
end
elseif not self.ReceiveAll and ShowRewardList and next(ShowRewardList) then
-- 没有剩余任务了,弹窗任务奖励
local horizontalNormalizedPosition = 0
XUiManager.OpenUiObtain(ShowRewardList, nil, nil, nil, horizontalNormalizedPosition)
ShowRewardList = {} --刷新奖励列表
IsMulting = false
XLuaUiManager.SetMask(false)
end
return self.ReceiveAll
end
function XUiPanelTaskDaily:Refresh(isMulti)
if isMulti and self:CheckRefreshLeftNewTask() then
return
end
if IsMulting then -- 一键领取未结束不刷新列表
return
end
local tasks = self:GetTasks()
self.DailyTasks = tasks
self.PanelNoneDailyTask.gameObject:SetActiveEx(#self.DailyTasks <= 0)
self.DynamicTable:SetDataSource(tasks)
self.DynamicTable:ReloadDataSync()
self:UpdateActiveness()
end
function XUiPanelTaskDaily:StartSchedule()
self:StopSchedule()
DailyTimeSchedule = XScheduleManager.ScheduleForever(function()
if self.DynamicTable then
for i = 1, #self.DailyTasks do
local grid = self.DynamicTable:GetGridByIndex(i)
if grid then
grid:UpdateTimes()
end
end
end
end, 1000 * 60)
end
function XUiPanelTaskDaily:StopSchedule()
if DailyTimeSchedule then
XScheduleManager.UnSchedule(DailyTimeSchedule)
DailyTimeSchedule = nil
end
if self.CurAnimationTimerId then
XScheduleManager.UnSchedule(self.CurAnimationTimerId)
self.CurAnimationTimerId = nil
end
end