local BountyCollectionComp = class("BountyCollectionComp", LuaComponent) local CELL = "app/ui/privilege/cell/bounty_collection_cell" function BountyCollectionComp:onClose() end function BountyCollectionComp:init() local uiMap = self:getUIMap() self.btnHelp = uiMap["bounty_collection_comp.top.tx_title.btn_help"] self.timeBg = uiMap["bounty_collection_comp.top.time"] self.txTime = uiMap["bounty_collection_comp.top.time.tx_time"] self.txPro = uiMap["bounty_collection_comp.top.img_prog.tx_pro"] self.txLv = uiMap["bounty_collection_comp.level_node.content.level.tx_lv"] self.imgProg = uiMap["bounty_collection_comp.level_node.content.prog.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) self.txProg = uiMap["bounty_collection_comp.level_node.content.prog.tx_prog"] self.scrollrect = uiMap["bounty_collection_comp.scrollrect"] self.btnGet = uiMap["bounty_collection_comp.btns.btn_get"] self.txGet = uiMap["bounty_collection_comp.btns.btn_get.tx_desc"] -- self.btnBuy1 = uiMap["bounty_collection_comp.btns.btn_buy_1"] -- self.txBuy1 = uiMap["bounty_collection_comp.btns.btn_buy_1.tx_desc"] -- self.pro1_Items = {} -- self.pro1_TxCount = {} -- self.pro1_ImgIcon = {} -- for i = 1, 4 do -- local item = uiMap["bounty_collection_comp.top.tips_1.groud.item_" .. i] -- local txCount = uiMap["bounty_collection_comp.top.tips_1.groud.item_" .. i .. ".tx_count"] -- local imgProg = uiMap["bounty_collection_comp.top.tips_1.groud.item_" .. i .. ".img_prog"] -- table.insert(self.pro1_Items, item) -- table.insert(self.pro1_TxCount, txCount) -- table.insert(self.pro1_ImgIcon, imgProg) -- end -- self.btnBuy2 = uiMap["bounty_collection_comp.btns.btn_buy_2"] -- self.txBuy2 = uiMap["bounty_collection_comp.btns.btn_buy_2.tx_desc"] -- self.pro2_Items = {} -- self.pro2_TxCount = {} -- self.pro2_ImgIcon = {} -- for i = 1, 4 do -- local item = uiMap["bounty_collection_comp.top.tips_2.groud.item_" .. i] -- local txCount = uiMap["bounty_collection_comp.top.tips_2.groud.item_" .. i .. ".tx_count"] -- local imgProg = uiMap["bounty_collection_comp.top.tips_2.groud.item_" .. i .. ".img_prog"] -- table.insert(self.pro2_Items, item) -- table.insert(self.pro2_TxCount, txCount) -- table.insert(self.pro2_ImgIcon, imgProg) -- end -- self.txTitle = uiMap["bounty_collection_comp.top.tx_title"] -- self.txLevelTips = uiMap["bounty_collection_comp.top.level_node.content.tx_level_tips"] -- self.txLevel = uiMap["bounty_collection_comp.scrollrect.title.tx_level"] -- self.txCommon = uiMap["bounty_collection_comp.scrollrect.title.tx_common"] -- self.txPro1 = uiMap["bounty_collection_comp.scrollrect.title.tx_pro_1"] -- self.txPro2 = uiMap["bounty_collection_comp.scrollrect.title.tx_pro_2"] -- self.txTips1 = uiMap["bounty_collection_comp.top.tips.tx_tips1"] -- self.txTips2 = uiMap["bounty_collection_comp.top.btn_buy_2.tips_2.tx_tips"] -- self.txDescInfo1 = uiMap["bounty_collection_comp.top.btn_buy_1.img.tx_desc_info"] -- self.txDescInfo2 = uiMap["bounty_collection_comp.top.btn_buy_2.img.tx_desc_info"] -- self.txTitle:setText(I18N:getGlobalText(I18N.GlobalConst.FORCE_DESC_26)) -- self.txLevelTips:setText(I18N:getGlobalText(I18N.GlobalConst.FORCE_DESC_28)) -- self.txLevel:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_5)) -- self.txCommon:setText(I18N:getGlobalText(I18N.GlobalConst.BOUNTY_DESC_5)) -- self.txPro1:setText(I18N:getGlobalText(I18N.GlobalConst.BOUNTY_DESC_6)) -- self.txPro2:setText(I18N:getGlobalText(I18N.GlobalConst.BOUNTY_DESC_7)) -- self.txTips1:setText(I18N:getGlobalText(I18N.GlobalConst.FORCE_DESC_29)) -- self.txTips2:setText(I18N:getGlobalText(I18N.GlobalConst.FORCE_DESC_29)) -- self.txDescInfo1:setText(I18N:getGlobalText(I18N.GlobalConst.FORCE_DESC_30)) -- self.txDescInfo2:setText(I18N:getGlobalText(I18N.GlobalConst.FORCE_DESC_31)) -- local cfg = DataManager.BagData:getRecoveryCfg(GConst.ItemConst.ITEM_ID_CHALLENGE_TEAM) -- local add = cfg and cfg.bounty or 0 -- self.btnBuy1:addClickListener(function() -- ModuleManager.ShopManager:showFundRewardUI({ -- txTitle = "提升等级,领取超值豪礼", -- giftIds = DataManager.BountyCollectionData:getProRewardGiftId(GConst.BountyCollectionConst.REWARD_GEAR.PRO_1), -- rewards = DataManager.BountyCollectionData:getAllRewards(GConst.BountyCollectionConst.REWARD_GEAR.PRO_1), -- func = function() -- ModuleManager.CollectionManager:onUnlockPro(GConst.BountyCollectionConst.REWARD_GEAR.PRO_1) -- end, -- }) -- end) -- self.btnBuy2:addClickListener(function() -- ModuleManager.ShopManager:showFundRewardUI({ -- txTitle = "提升等级,领取超值豪礼", -- giftIds = DataManager.BountyCollectionData:getProRewardGiftId(GConst.BountyCollectionConst.REWARD_GEAR.PRO_2), -- rewards = DataManager.BountyCollectionData:getAllRewards(GConst.BountyCollectionConst.REWARD_GEAR.PRO_2), -- func = function() -- ModuleManager.CollectionManager:onUnlockPro(GConst.BountyCollectionConst.REWARD_GEAR.PRO_2) -- end, -- }) -- end) -- self.btnGet:addClickListener(function() -- ModuleManager.CollectionManager:reqGetAllRewards() -- end) -- self.btnHelp:addClickListener(function() -- -- ModuleManager.TipsManager:showDescTips(I18N:getGlobalText(I18N.GlobalConst.BOUNTY_DESC_9), self.btnHelp) -- end) -- self:bind(DataManager.BountyCollectionData, "isDirty", function() -- self:refresh() -- end) -- self:updateTime() -- local meshProComp = self.txTime:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_TEXT_MESH_PRO).preferredWidth -- self.timeBg:setSizeDeltaX(meshProComp + 55) end function BountyCollectionComp:updateTime() -- self.txTime:setText(I18N:getGlobalText(I18N.GlobalConst.NEXT_REFRESH_DESC, Time:formatNumTimeStr(DataManager.BountyCollectionData:getRemainTime()))) end function BountyCollectionComp:refresh() -- local lv = DataManager.BountyCollectionData:getLevel() -- local exp = DataManager.BountyCollectionData:getExp() -- local maxLv = DataManager.BountyCollectionData:getMaxLv() -- if lv >= maxLv then -- exp = 0 -- lv = maxLv -- end -- self.txLv:setText(lv) -- local curExp = exp -- local fullExp = DataManager.BountyCollectionData:getLvUpExp() -- self.txProg:setText(curExp .. "/" .. fullExp) -- self.imgProg.value = curExp / fullExp -- local gift1 = ConfigManager:getConfig("act_gift")[DataManager.BountyCollectionData:getProRewardGiftId(GConst.BountyCollectionConst.REWARD_GEAR.PRO_1)] -- local gift2 = ConfigManager:getConfig("act_gift")[DataManager.BountyCollectionData:getProRewardGiftId(GConst.BountyCollectionConst.REWARD_GEAR.PRO_2)] -- self.txBuy1:setText(GFunc.getFormatPrice(gift1.recharge_id)) -- self.txBuy2:setText(GFunc.getFormatPrice(gift2.recharge_id)) -- self.txPro:setText(gift2.value .. "%") -- self.btnGet:setActive(DataManager.BountyCollectionData:canGetRewards()) -- self.btnBuy1:setActive(not DataManager.BountyCollectionData:isUnlockReward(GConst.BountyCollectionConst.REWARD_GEAR.PRO_1)) -- self.btnBuy2:setActive(not DataManager.BountyCollectionData:isUnlockReward(GConst.BountyCollectionConst.REWARD_GEAR.PRO_2)) -- if self.scrollRect == nil then -- self.scrollRect = self.scrollrect:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE) -- self.scrollRect:addInitCallback(function() -- return CELL -- end) -- self.scrollRect:addRefreshCallback(function(index, cell) -- cell:refresh(index) -- end) -- end -- local count = DataManager.BountyCollectionData:getMaxLv() -- if self.scrollRect:getTotalCount() == nil or self.scrollRect:getTotalCount() <= 0 then -- self.scrollRect:refillCells(count) -- elseif self.scrollRect:getTotalCount() ~= count then -- self.scrollRect:clearCells() -- self.scrollRect:refillCells(count) -- else -- self.scrollRect:updateAllCell() -- end -- self.scrollRect:moveToIndex(DataManager.BountyCollectionData:getMoveIdx()) BIReportV2:postOperation(BIReportV2.OPERATION_UI_NAME.BOUNTY_COLLECTION) end return BountyCollectionComp