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