PGRData/Script/matrix/xui/xuislotmachine/XUiSlotMachineRewardPanel.lua

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Lua
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2024-09-01 22:49:41 +02:00
local tableInsert = table.insert
local Vector3 = CS.UnityEngine.Vector3
local XUiSlotMachineRewardItem = require("XUi/XUiSlotMachine/XUiSlotMachineRewardItem")
---@class XUiSlotMachineRewardPanel
local XUiSlotMachineRewardPanel = XClass(nil, "XUiSlotMachineRewardPanel")
function XUiSlotMachineRewardPanel:Ctor(rootUi, ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RectTransform = ui
self.RootUi = rootUi
XTool.InitUiObject(self)
self:Init()
end
function XUiSlotMachineRewardPanel:Init()
self.RewardsPool = {}
end
function XUiSlotMachineRewardPanel:Refresh(machineId, isResetContentPos)
self.CurMachineEntity = XDataCenter.SlotMachineManager.GetSlotMachineDataEntityById(machineId)
self.CurMachineConfig = XSlotMachineConfigs.GetSlotMachinesTemplateById(machineId)
self.CurMachineActAmount = #(XSlotMachineConfigs.GetSlotMachinesActivityTemplate())
local totalScore = self.CurMachineEntity:GetTotalScore()
self.TxtCurScore.text = totalScore
if self.TxtTotalScore then
local rewardScores = self.CurMachineEntity:GetRewardScores()
self.TxtTotalScore.text = string.format("/%s", rewardScores[#rewardScores])
end
--self.ImgProgress.fillAmount = totalScore / self.CurMachineEntity:GetScoreLimit()
if isResetContentPos then
self.Content.transform.localPosition = Vector3(self.Content.transform.localPosition.x, 0, 0)
end
self:RefreshRewardGrid()
self:SetMoreWardsState()
-- 这里目的是让content移动一下规避奖励特效不出现问题
self.Content.transform:DOLocalMoveY(self.Content.transform.localPosition.y - 1, 0.05):OnComplete(function()
self.Content.transform:DOLocalMoveY(self.Content.transform.localPosition.y + 1, 0.05)
end)
end
function XUiSlotMachineRewardPanel:RefreshRewardGrid()
if self.CurMachineEntity then
local rewardList = self:GetReverseTable(self.CurMachineEntity:GetRewardIds())
local rewardScore = self:GetReverseTable(self.CurMachineEntity:GetRewardScores())
local totalScore = self.CurMachineEntity:GetTotalScore()
local rewardDatas = {}
local rewardCount = #rewardList
local curReachIndex = 0
for index, rewardId in ipairs(rewardList) do
local data = {
Index = (rewardCount - index + 1),
RewardId = rewardId,
RewardScore = rewardScore[index],
}
if totalScore >= rewardScore[index] then
curReachIndex = curReachIndex + 1
end
tableInsert(rewardDatas, data)
end
local onCreatCb = function(item, data)
item:SetActiveEx(true)
item:OnCreat(data)
item:SetTakedState(XDataCenter.SlotMachineManager.CheckRewardState(self.CurMachineEntity:GetId(), data.Index))
item:SetBtnActiveCallBack(function()
self:TakeReward(data.Index)
end)
end
local process = 1
local oneProcess = math.floor(1 / rewardCount * 100) / 100 --每一份奖励所占进度
if curReachIndex < 10 then
local nextReachIndex = rewardCount - curReachIndex
local temp = rewardScore[nextReachIndex]
local tempL = 0
if nextReachIndex < 10 then
tempL = rewardScore[nextReachIndex + 1]
end
local processL = ((totalScore - tempL) / (temp - tempL)) * oneProcess
process = (math.floor((curReachIndex / rewardCount) * 100) / 100) + processL
process = math.floor(process * 100) / 100
end
self.ImgProgress.fillAmount = process
XUiHelper.CreateTemplates(self.RootUi, self.RewardsPool, rewardDatas, XUiSlotMachineRewardItem.New, self.RewardRoot, self.RewardPanel, onCreatCb)
end
end
function XUiSlotMachineRewardPanel:SetMoreWardsState()
if self.CurMachineEntity then
local rewardList = self.CurMachineEntity:GetRewardIds()
local rewardScore = self.CurMachineEntity:GetRewardScores()
if #rewardList > 5 then
for i = 6, #rewardList do
local rewardState = XDataCenter.SlotMachineManager.CheckRewardState(self.CurMachineEntity:GetId(), i)
if rewardState == XSlotMachineConfigs.RewardTakeState.NotTook then
--self.PanelMorerewards.gameObject:SetActiveEx(true)
self:SetMoreRewardPanelActive(true)
return
end
end
end
end
--self.PanelMorerewards.gameObject:SetActiveEx(false)
self:SetMoreRewardPanelActive(false)
end
function XUiSlotMachineRewardPanel:SetMoreRewardPanelActive(flag)
if not flag then
for i = 1, self.CurMachineActAmount do
if self["Highlight" .. i] then
self["Highlight" .. i].gameObject:SetActiveEx(false)
end
end
else
for i = 1, self.CurMachineActAmount do
if self["Highlight" .. i] then
if i == self.CurMachineConfig.HighLight then
self["Highlight" .. i].gameObject:SetActiveEx(true)
else
self["Highlight" .. i].gameObject:SetActiveEx(false)
end
end
end
end
end
function XUiSlotMachineRewardPanel:TakeReward(index)
XDataCenter.SlotMachineManager.GetSlotMachineReward(self.CurMachineEntity:GetId(), index, function(machineId)
self:Refresh(machineId)
end)
end
function XUiSlotMachineRewardPanel:GetReverseTable(arr)
-- 翻转数组(只能是数组)
local tmp = {}
for i = #arr, 1, -1 do
tableInsert(tmp, arr[i])
end
return tmp
end
return XUiSlotMachineRewardPanel