PGRData/Script/matrix/xui/xuipickflip/XUiPickFilpMain.lua

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local XUiPickFlipRewardPanel = require("XUi/XUiPickFlip/XUiPickFlipRewardPanel")
local XUiPickFilpMain = XLuaUiManager.Register(XLuaUi, "UiPickFlipMain")
function XUiPickFilpMain:OnAwake()
self.PickFlipManager = XDataCenter.PickFlipManager
-- XPFRewardGroup
self.RewardGroup = nil
-- XPFRewardLayer
self.RewardLayer = nil
-- XUiPickFlipRewardPanel
self.UiPickFlipRewardPanel = nil
self:RegisterUiEvents()
end
-- groupId : 奖励组id
function XUiPickFilpMain:OnStart(groupId)
self.RewardGroup = self.PickFlipManager.GetRewardGroup(groupId)
-- 注册资源面板
XUiHelper.NewPanelActivityAsset(self.RewardGroup:GetAssetItemIds(), self.PanelAsset)
-- 活动名称
self.TxtName.text = self.RewardGroup:GetName()
self:RefreshCurrentLayer()
-- 商店名称
self.BtnShop:SetNameByGroup(0, XUiHelper.GetText("PickFlipShopName"))
-- 刷新结束时间和关闭
self.TxtTime.text = self.RewardGroup:GetLeaveTimeStr()
local endTime = self.RewardGroup:GetEndTime()
self:SetAutoCloseInfo(endTime, function(isClose)
if isClose then
self.PickFlipManager.HandleActivityEndTime()
if self.RewardLayer:GetProgress() >= 1
and not self.RewardLayer:GetRewardIsReceived() then
self.PickFlipManager.RequestFinishGroup(self.RewardGroup:GetId())
end
else
self.TxtTime.text = self.RewardGroup:GetLeaveTimeStr()
end
end)
end
function XUiPickFilpMain:OnEnable()
self.Super.OnEnable(self)
self:RefreshConfigStatus()
end
--######################## 私有方法 ########################
function XUiPickFilpMain:RegisterUiEvents()
self.BtnMainUi.CallBack = function() XLuaUiManager.RunMain() end
XUiHelper.RegisterClickEvent(self, self.BtnBack, self.Close)
XUiHelper.RegisterClickEvent(self, self.BtnRule, self.OnBtnRuleClicked)
XUiHelper.RegisterClickEvent(self, self.BtnShop, self.OnBtnShopClicked)
XUiHelper.RegisterClickEvent(self, self.BtnLayerReward, self.OnBtnLayerRewardClicked)
XUiHelper.RegisterClickEvent(self, self.BtnRewardConfig, self.OnBtnRewardConfigClicked)
XUiHelper.RegisterClickEvent(self, self.BtnRewardSee, self.OnBtnRewardSeeClicked)
end
-- 奖池规则
function XUiPickFilpMain:OnBtnRuleClicked()
self.RewardGroup:OpenRuleUi()
end
function XUiPickFilpMain:OnBtnShopClicked()
self.RewardGroup:OpenShopUi()
end
-- 奖励层奖励领取
function XUiPickFilpMain:OnBtnLayerRewardClicked()
if self.RewardLayer:GetProgress() >= 1
and not self.RewardLayer:GetRewardIsReceived() then
self.PickFlipManager.RequestFinishGroup(self.RewardGroup:GetId(), function(needRefresh)
if needRefresh then
self:RefreshCurrentLayer()
self.UiPickFlipRewardPanel:PlayAnimFinish2()
else
self:RewardLayerProgress()
end
self:RefreshConfigStatus()
end)
else
XUiManager.OpenUiTipRewardByRewardId(self.RewardLayer:GetFinishRewardId()
, nil, nil, nil, XUiHelper.GetText("PickFlipRewardLayerTip"))
end
end
-- 奖励配置
function XUiPickFilpMain:OnBtnRewardConfigClicked()
RunAsyn(function ()
XLuaUiManager.Open("UiPickFlipSelect", self.RewardLayer, XPickFlipConfigs.UiRewardDetailType.Config)
local signalCode = XLuaUiManager.AwaitSignal("UiPickFlipSelect", "Close", self)
if signalCode ~= XSignalCode.SUCCESS then
return
end
self:RefreshConfigStatus()
self:RefreshRewardContainer()
if self.RewardLayer:GetIsConfigFinished() then
self.UiPickFlipRewardPanel:PlayAnimFinish()
end
end)
end
-- 奖励查看
function XUiPickFilpMain:OnBtnRewardSeeClicked()
XLuaUiManager.Open("UiGachaPanelPreview2", self.RewardLayer:GetRewardPreviewViewModel())
-- XLuaUiManager.Open("UiPickFlipSelect", self.RewardLayer, XPickFlipConfigs.UiRewardDetailType.Check)
end
function XUiPickFilpMain:RefreshCurrentLayer()
self.RewardLayer = self.RewardGroup:GetCurrentLayer()
-- 刷新当前信息
self:RefreshLayerInfo()
-- 刷新奖励容器
self:RefreshRewardContainer(true)
end
function XUiPickFilpMain:RefreshLayerInfo()
-- 刷新当前奖励层数
local isConfigFinished = self.RewardLayer:GetIsConfigFinished()
local layerContent = XUiHelper.GetText("PickFlipLayerTip", self.RewardLayer:GetLayerIndex())
self.TxtNormalLayer.text = layerContent
self.TxtRewardLayer.text = layerContent
self.PanelNormalStatus.gameObject:SetActiveEx(not isConfigFinished)
self.PanelRewardStatus.gameObject:SetActiveEx(isConfigFinished)
-- 消耗icon
self.RImgConsumeIcon:SetRawImage(self.RewardLayer:GetConsumeIcon())
-- 单次消耗的数量
self.TxtComsumeCount.text = self.RewardLayer:GetConsumeCount()
-- 层奖励图标
self.RImgRewardIcon:SetRawImage(self.RewardLayer:GetRewardIcon())
-- -- 大背景刷新
-- self.RImgBg:SetRawImage(self.RewardGroup:GetBg())
-- 刷新进度
self:RewardLayerProgress()
end
function XUiPickFilpMain:RefreshConfigStatus()
local isConfigFinished = self.RewardLayer:GetIsConfigFinished()
self.BtnRewardConfig.gameObject:SetActiveEx(not isConfigFinished)
self.BtnRewardSee.gameObject:SetActiveEx(isConfigFinished)
end
-- PS:经过三次优化,已去掉进度显示,但仍保留代码逻辑
function XUiPickFilpMain:RewardLayerProgress()
local isReceived = self.RewardLayer:GetRewardIsReceived()
local progress = self.RewardLayer:GetProgress()
-- 奖励领取红点
local isCanGet = progress >= 1 and not isReceived
self.RewardRedPoint.gameObject:SetActiveEx(isCanGet)
if self.Effect then self.Effect.gameObject:SetActiveEx(isCanGet) end
-- 更新进度
-- self.ImgProgress.fillAmount = progress
self.PanelReceived.gameObject:SetActiveEx(isReceived)
end
-- 刷新奖励容器
function XUiPickFilpMain:RefreshRewardContainer(isInit)
if isInit == false then isInit = false end
if isInit then
local contentAssetPath = self.RewardLayer:GetAssetPath()
-- 创建新资源和代理
local go = self.PanelRewardContainer:LoadPrefab(contentAssetPath)
self.UiPickFlipRewardPanel = XUiPickFlipRewardPanel.New(go)
end
self.UiPickFlipRewardPanel:SetData(self.RewardLayer)
if isInit then
self:ConnectSignals("UiPickFlipRewardPanel/RewardGrids", "OnRewardGridClicked", self.OnRewardGridClicked)
end
if self.RewardLayer:GetIsConfigFinished() then
self.RImgGridsBg.color = XUiHelper.Hexcolor2Color("FFFFFF")
else
self.RImgGridsBg.color = XUiHelper.Hexcolor2Color("5E5E5E")
end
end
function XUiPickFilpMain:OnRewardGridClicked(index)
-- 未配置完直接给提示
if not self.RewardLayer:GetIsConfigFinished() then
XUiManager.TipErrorWithKey("PickFlipNotConfigTip")
-- self:OnBtnRewardConfigClicked()
return
end
-- 已领取打开详情
local reward = self.RewardLayer:GetRewardByIndex(index)
if reward:GetIsReceived() then
XUiManager.OpenGoodDetailUi(reward:GetShowItemId(), "UiPickFlipMain")
return
end
-- 检查需要消耗的道具是否满足
local consumeItemId = self.RewardLayer:GetConsumeItemId()
local consumeCount = self.RewardLayer:GetConsumeCount()
local itemManager = XDataCenter.ItemManager
local currentCount = itemManager.GetCount(consumeItemId)
if itemManager.GetCount(consumeItemId) < consumeCount then
RunAsyn(function()
XLuaUiManager.Open("UiLottoTanchuang2", self.RewardLayer:GetConsumeItemId(), {
maxCountFunc = function()
return self.RewardLayer:GetCurrentConsumeLimitCount()
end,
maxCountTextFunc = function()
return XUiHelper.GetText("PickFlipLayerLimitBuyTip")
end,
consumeIcons = XPickFlipConfigs.GetConsumeSpecialIcons(),
targetIcon = XPickFlipConfigs.GetTargetIcon(),
})
local signalCode, buyCount = XLuaUiManager.AwaitSignal("UiLottoTanchuang2", "BuySuccess", self)
if signalCode ~= XSignalCode.SUCCESS then
return
end
self.RewardLayer:SetCurrentConsumeLimitCount(buyCount)
end)
return
end
-- 真正领取
self.PickFlipManager.RequestFlipReward(self.RewardGroup:GetId(), index, function(reward)
self.UiPickFlipRewardPanel:SetReward(index, reward)
self:RewardLayerProgress()
if self.RewardLayer:GetProgress() >= 1 then
RunAsyn(function()
local signalCode = XLuaUiManager.AwaitSignal("UiObtain", "Close", self)
if signalCode ~= XSignalCode.SUCCESS then return end
XUiManager.TipMsg(XUiHelper.GetText("PickFlipRewardLayerFinishedTip"))
signalCode = XLuaUiManager.AwaitSignal("UiTipLayer", "_", self)
if signalCode ~= XSignalCode.RELEASE then return end
-- 自动领取层级奖励
self:OnBtnLayerRewardClicked()
end)
end
end)
end
return XUiPickFilpMain