130 lines
No EOL
4.9 KiB
Lua
130 lines
No EOL
4.9 KiB
Lua
XDynamicActivityTask = XClass(nil, "XDynamicActivityTask")
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function XDynamicActivityTask:Ctor(ui)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.RewardPanelList = {}
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XTool.InitUiObject(self)
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self.GridCommon.gameObject:SetActiveEx(false)
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self.ImgComplete.gameObject:SetActiveEx(false)
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self.PanelAnimation.gameObject:SetActiveEx(true)
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self.ImgNotFinish.gameObject:SetActiveEx(true)
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self.BtnFinish.CallBack = function() self:OnBtnFinishClick() end
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end
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function XDynamicActivityTask:PlayAnimation()
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if self.IsAnimation then
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return
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end
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self.IsAnimation = true
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self.GridTaskTimeline:PlayTimelineAnimation()
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end
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function XDynamicActivityTask:ResetData(data, base)
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self.Data = data
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self.Base = base
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local config = XDataCenter.TaskManager.GetTaskTemplate(self.Data.Id)
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self.tableData = config
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self.TxtTaskDescribe.text = config.Desc
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self.RImgTaskType:SetRawImage(self.Base.TaskVipBg)
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self.RImgTaskTypeNa:SetRawImage(self.Base.TaskBg)
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self.RImgTaskTypeFihsh:SetRawImage(self.Base.TaskVipGotBg)
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self.RImgTaskTypeNaFinsh:SetRawImage(self.Base.TaskGotBg)
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if self.Data.PointId then
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local itemIcon = XDataCenter.ItemManager.GetItemIcon(self.Data.PointId)
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self.ImgIcon:SetRawImage(itemIcon)
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end
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self:UpdateProgress(self.Data)
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local rewards = XRewardManager.GetRewardList(config.RewardId)
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for i = 1, #self.RewardPanelList do
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self.RewardPanelList[i]:Refresh()
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end
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if rewards then
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for i = 1, #rewards do
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local panel = self.RewardPanelList[i]
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if not panel then
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if #self.RewardPanelList == 0 then
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panel = XUiGridCommon.New(self.RootUi, self.GridCommon)
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else
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local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon)
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ui.transform:SetParent(self.GridCommon.parent, false)
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panel = XUiGridCommon.New(self.RootUi, ui)
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end
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table.insert(self.RewardPanelList, panel)
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end
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panel:Refresh(rewards[i])
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end
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end
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local isFinish = self.Data.State == XDataCenter.TaskManager.TaskState.Finish
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self.ImgComplete.gameObject:SetActiveEx(isFinish)
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local canGet = self.Data.State == XDataCenter.TaskManager.TaskState.Achieved
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self.ImgNotFinish.gameObject:SetActiveEx(not isFinish and not canGet)
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self.ImgNotFinish.gameObject:SetActiveEx(not isFinish and self.Data.State ~= XDataCenter.TaskManager.TaskState.Achieved)
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if self.PanelAnimationGroup then
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self.PanelAnimationGroup.alpha = 1
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end
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end
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function XDynamicActivityTask:OnBtnFinishClick()
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local weaponCount = 0
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local chipCount = 0
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for i = 1, #self.RewardPanelList do
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local rewardsId = self.RewardPanelList[i].TemplateId
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if XDataCenter.EquipManager.IsClassifyEqualByTemplateId(rewardsId, XEquipConfig.Classify.Weapon) then
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weaponCount = weaponCount + 1
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elseif XDataCenter.EquipManager.IsClassifyEqualByTemplateId(rewardsId, XEquipConfig.Classify.Awareness) then
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chipCount = chipCount + 1
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end
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end
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if weaponCount > 0 and XDataCenter.EquipManager.CheckBagCount(weaponCount, XEquipConfig.Classify.Weapon) == false or
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chipCount > 0 and XDataCenter.EquipManager.CheckBagCount(chipCount, XEquipConfig.Classify.Awareness) == false then
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return
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end
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if self.EffectFinish then
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self.EffectFinish.gameObject:SetActiveEx(false)
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self.EffectFinish.gameObject:SetActiveEx(true)
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end
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XDataCenter.TaskManager.FinishTask(self.Data.Id, function(rewardGoodsList)
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XUiManager.OpenUiObtain(rewardGoodsList)
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end)
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end
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function XDynamicActivityTask:UpdateProgress(data)
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self.RImgTaskType.gameObject:SetActiveEx(data.IsMark)
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self.RImgTaskTypeNa.gameObject:SetActiveEx(not data.IsMark)
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self.RImgTaskTypeFihsh.gameObject:SetActiveEx(false)
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self.RImgTaskTypeNaFinsh.gameObject:SetActiveEx(false)
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self.BtnFinish.gameObject:SetActiveEx(false)
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if self.Data.State == XDataCenter.TaskManager.TaskState.Achieved then
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self.RImgTaskType.gameObject:SetActiveEx(false)
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self.RImgTaskTypeNa.gameObject:SetActiveEx(false)
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self.RImgTaskTypeFihsh.gameObject:SetActiveEx(data.IsMark)
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self.RImgTaskTypeNaFinsh.gameObject:SetActiveEx(not data.IsMark)
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self.BtnFinish.gameObject:SetActiveEx(true)
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end
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local markNum = data.IsMark and 1 or 0
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if not self.OldMark or self.OldMark ~= markNum then
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if data.IsMark then
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if self.EffectNor then self.EffectNor.gameObject:SetActiveEx(false) end
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if self.EffectVip then self.EffectVip.gameObject:SetActiveEx(true) end
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else
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if self.EffectVip then self.EffectVip.gameObject:SetActiveEx(false) end
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if self.EffectNor then self.EffectNor.gameObject:SetActiveEx(true) end
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end
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self.OldMark = data.IsMark and 1 or 0
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end
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end |