forked from endernon/PGRData
139 lines
5.5 KiB
Lua
139 lines
5.5 KiB
Lua
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local tableInsert = table.insert
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local Vector3 = CS.UnityEngine.Vector3
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local XUiSlotMachineRewardItem = require("XOverseas/XUi/XUiSlotMachine/XUiSlotMachineRewardItem")
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local XUiSlotMachineRewardPanel = XClass(nil, "XUiSlotMachineRewardPanel")
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function XUiSlotMachineRewardPanel:Ctor(rootUi, ui)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.RectTransform = ui
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self.RootUi = rootUi
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XTool.InitUiObject(self)
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self:Init()
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end
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function XUiSlotMachineRewardPanel:Init()
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self.RewardsPool = {}
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end
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function XUiSlotMachineRewardPanel:Refresh(machineId, isResetContentPos)
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self.CurMachineEntity = XDataCenter.SlotMachineManager.GetSlotMachineDataEntityById(machineId)
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self.CurMachineConfig = XSlotMachineConfigs.GetSlotMachinesTemplateById(machineId)
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self.CurMachineActAmount = #(XSlotMachineConfigs.GetSlotMachinesActivityTemplate())
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local totalScore = self.CurMachineEntity:GetTotalScore()
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self.TxtCurScore.text = totalScore
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--self.ImgProgress.fillAmount = totalScore / self.CurMachineEntity:GetScoreLimit()
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if isResetContentPos then
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self.Content.transform.localPosition = Vector3(self.Content.transform.localPosition.x, 0, 0)
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end
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self:RefreshRewardGrid()
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self:SetMoreWardsState()
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self.Content.transform:DOLocalMoveY(self.Content.transform.localPosition.y - 1, 0.05):OnComplete(function() -- 这里目的是让content移动一下,规避奖励特效不出现问题
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self.Content.transform:DOLocalMoveY(self.Content.transform.localPosition.y + 1, 0.05)
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end)
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end
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function XUiSlotMachineRewardPanel:RefreshRewardGrid()
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if self.CurMachineEntity then
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local rewardList = self:GetReverseTable(self.CurMachineEntity:GetRewardIds())
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local rewardScore = self:GetReverseTable(self.CurMachineEntity:GetRewardScores())
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local totalScore = self.CurMachineEntity:GetTotalScore()
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local rewardDatas = {}
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local rewardCount = #rewardList
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local curReachIndex = 0
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for index, rewardId in ipairs(rewardList) do
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local data = {
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Index = (rewardCount-index+1),
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RewardId = rewardId,
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RewardScore = rewardScore[index],
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}
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if totalScore>=rewardScore[index] then
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curReachIndex = curReachIndex+1
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end
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tableInsert(rewardDatas, data)
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end
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local onCreatCb = function (item, data)
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item:SetActiveEx(true)
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item:OnCreat(data)
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item:SetTakedState(XDataCenter.SlotMachineManager.CheckRewardState(self.CurMachineEntity:GetId(), data.Index))
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item:SetBtnActiveCallBack(function () self:TakeReward(data.Index) end)
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end
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local process = 0
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local oneProcess = math.floor(1/rewardCount*100)/100 --每一份奖励所占进度
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if curReachIndex <= rewardCount then
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local nextReachIndex = rewardCount-curReachIndex
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if nextReachIndex == 0 then
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process = 1
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elseif nextReachIndex <= rewardCount then
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local temp = rewardScore[nextReachIndex]
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local tempL = 0
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if nextReachIndex < rewardCount then
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tempL = rewardScore[nextReachIndex+1]
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end
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local processL = ((totalScore-tempL)/(temp-tempL))*oneProcess
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process = (math.floor((curReachIndex/rewardCount)*100)/100)+processL
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process = math.floor(process*100)/100
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end
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end
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self.ImgProgress.fillAmount = process
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XUiHelper.CreateTemplates(self.RootUi, self.RewardsPool, rewardDatas, XUiSlotMachineRewardItem.New, self.RewardRoot, self.RewardPanel, onCreatCb)
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end
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end
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function XUiSlotMachineRewardPanel:SetMoreWardsState()
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if self.CurMachineEntity then
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local rewardList = self.CurMachineEntity:GetRewardIds()
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local rewardScore = self.CurMachineEntity:GetRewardScores()
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if #rewardList > 5 then
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for i = 6, #rewardList do
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local rewardState = XDataCenter.SlotMachineManager.CheckRewardState(self.CurMachineEntity:GetId(), i)
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if rewardState == XSlotMachineConfigs.RewardTakeState.NotTook then
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--self.PanelMorerewards.gameObject:SetActiveEx(true)
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self:SetMoreRewardPanelActive(true)
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return
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end
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end
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end
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end
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--self.PanelMorerewards.gameObject:SetActiveEx(false)
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self:SetMoreRewardPanelActive(false)
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end
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function XUiSlotMachineRewardPanel:SetMoreRewardPanelActive(flag)
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if not flag then
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for i = 1, self.CurMachineActAmount do
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if self["Highlight"..i] then
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self["Highlight"..i].gameObject:SetActiveEx(false)
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end
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end
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else
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for i = 1, self.CurMachineActAmount do
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if self["Highlight"..i] then
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if i == self.CurMachineConfig.HighLight then
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self["Highlight"..i].gameObject:SetActiveEx(true)
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else
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self["Highlight"..i].gameObject:SetActiveEx(false)
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end
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end
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end
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end
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end
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function XUiSlotMachineRewardPanel:TakeReward(index)
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XDataCenter.SlotMachineManager.GetSlotMachineReward(self.CurMachineEntity:GetId(), index)
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end
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function XUiSlotMachineRewardPanel:GetReverseTable(arr) -- 翻转数组(只能是数组)
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local tmp = {}
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for i = #arr, 1, -1 do
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tableInsert(tmp, arr[i])
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end
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return tmp
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end
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return XUiSlotMachineRewardPanel
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