local BountyMainUI = class("BountyMainUI", BaseUI) function BountyMainUI:getPrefabPath() return "assets/prefabs/ui/bounty/bounty_main_ui.prefab" end function BountyMainUI:ctor() self.maxCellIdx = 0 self.maxCellNum = 0 -- 默认预览第10档奖励 self.previewRewardIndex = 10 end function BountyMainUI:onClose() self:clearAdaptScrollrect() end function BountyMainUI:onLoadRootComplete() local uiMap = self.root:genAllChildren() self.uiMap = uiMap local closeBtn = uiMap["bounty_main_ui.bottom_node.close_btn"] closeBtn:addClickListener(function() self:closeUI() end) self:initTime() self:initLevel() self:initPayBtn() self:initPreviewReward() self:initRewards() self:bindData() self:scheduleGlobal(function() self:updateTime() end, 1) self:updateTime() end function BountyMainUI:initTime() self.timeIcon = self.uiMap["bounty_main_ui.top_node.time_icon"] self.timeTx = self.uiMap["bounty_main_ui.top_node.time_tx"] self.timeTx:setText(GConst.EMPTY_STRING) self.adjustTimeUI = false end function BountyMainUI:initLevel() self.levelSlider = self.uiMap["bounty_main_ui.top_node.progress_bg.slider"] self.levelItemImg = self.uiMap["bounty_main_ui.top_node.progress_bg.item_img"] self.levelSliderTx = self.uiMap["bounty_main_ui.top_node.progress_bg.slider_tx"] self.lvTx = self.uiMap["bounty_main_ui.top_node.progress_bg.lv_img.lv_tx"] end function BountyMainUI:initPayBtn() self.payBtn = self.uiMap["bounty_main_ui.top_node.buy_btn"] self.payBtnTx = self.uiMap["bounty_main_ui.top_node.buy_btn.tx"] self.payBtn:addClickListener(function() ModuleManager.BountyManager:showBountyBuyUI() end) end function BountyMainUI:initPreviewReward() self.previewReward = self.uiMap["bounty_main_ui.mid_node.preview"] self.previewRewardCellComp = self.uiMap["bounty_main_ui.mid_node.preview.bg.reward_cell"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.uiMap["bounty_main_ui.mid_node.preview.bg"]:addClickListener(function() if not self.inPreviewRewardAction then self:scrollToIndex(self.previewRewardIndex) end end) end function BountyMainUI:initRewards() self.adjustRewardsTitleUI = false local rewardsLeftTitle = self.uiMap["bounty_main_ui.top_node.left"] rewardsLeftTitle:setAnchoredPositionX(-GConst.UI_SCREEN_WIDTH/4) self.rewardsLeftTitleIcon = self.uiMap["bounty_main_ui.top_node.left.icon"] self.rewardsLeftTitleTx = self.uiMap["bounty_main_ui.top_node.left.text"] local rewardsRightTitle = self.uiMap["bounty_main_ui.top_node.right"] rewardsRightTitle:setAnchoredPositionX(GConst.UI_SCREEN_WIDTH/4) self.rewardsRightTitleIcon = self.uiMap["bounty_main_ui.top_node.right.icon"] self.rewardsRightTitleTx = self.uiMap["bounty_main_ui.top_node.right.text"] self.line = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.line"] local buyLevelItemIcon = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.line.btn.item"] local buyLevelItemTx = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.line.btn.tx"] local cost = DataManager.BountyData:getBuyBountyLevelCost() local costId = GFunc.getRewardId(cost) local info = ConfigManager:getConfig("item")[costId] if info then buyLevelItemIcon:setSprite(GConst.ATLAS_PATH.ICON_ITEM, info.icon) end local costNum = GFunc.getRewardNum(cost) buyLevelItemTx:setText(tostring(costNum)) GFunc.centerImgAndTx(buyLevelItemIcon, buyLevelItemTx) self.buyLevelBtn = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content.line.btn"] self.buyLevelBtn:addClickListener(function() ModuleManager.BountyManager:buyBountyLevel() end) self.scrollrect = self.uiMap["bounty_main_ui.mid_node.scrollrect"] self.scrollrectViewport = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport"] self.rewardsContent = self.uiMap["bounty_main_ui.mid_node.scrollrect.viewport.content"] self.scrollrectComp = self.scrollrect:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE) self.scrollrectComp:clearCells() self.scrollrectComp:setTotalCount(0) self.scrollrectComp:setFadeArgs(0, 0.3) self.scrollrectComp:addInitCallback(function() return "app/ui/bounty/cell/bounty_cell" end) self.scrollrectComp:addRefreshCallback(function(index, cell) -- TODO 有时候顺序还是不对 if self.refreshIndex then if index > self.refreshIndex then cell:getBaseObject():getTransform():SetAsLastSibling() elseif index < self.refreshIndex then cell:getBaseObject():getTransform():SetAsFirstSibling() end end self.refreshIndex = index if index > self.maxCellIdx then self.maxCellIdx = index self:showLevelNextCell() elseif index < self.maxCellIdx - self.maxCellNum then self.maxCellIdx = index + self.maxCellNum self:showLevelNextCell() end local lv = DataManager.BountyData:getLevel() if index > lv - 1 or index < lv + 1 then self.line:getTransform():SetAsLastSibling() end cell:refresh(index, index == self.scrollrectComp:getTotalCount()) end) self.cellHeight = 200 local scrollBottom = 106 local scrollTop = 464 local height = self.root:getRectHeight() height = height - scrollTop - scrollBottom self.maxCellNum = math.ceil(height/self.cellHeight) self:adaptScrollrect() end function BountyMainUI:adaptScrollrect() if not self.rectDefaultSize then self.rectDefaultSize = self.scrollrect:getSizeDelta() end if not self.viewDefaultSize then self.viewDefaultSize = self.scrollrectViewport:getSizeDelta() end local addH = GFunc.calculateFitSizeY() self.scrollrect:setSizeDelta(self.rectDefaultSize.x, self.rectDefaultSize.y + addH) self.scrollrectViewport:setSizeDelta(self.viewDefaultSize.x, self.viewDefaultSize.y + addH) end function BountyMainUI:clearAdaptScrollrect() if not self.rectDefaultSize then return end self.scrollrect:setSizeDelta(self.rectDefaultSize.x, self.rectDefaultSize.y) self.scrollrectViewport:setSizeDelta(self.viewDefaultSize.x, self.viewDefaultSize.y) end function BountyMainUI:bindData() self:bind(DataManager.BountyData, "dirty", function() self:onRefresh() end) end function BountyMainUI:onRefresh() self:refreshLv() self:refreshPayBtn() self:refreshPreviewReward(self.previewRewardIndex) self:refreshRewards() end function BountyMainUI:refreshLv() local exp = DataManager.BountyData:getExp() local lvUpExp = DataManager.BountyData:getLvUpExp() local level = DataManager.BountyData:getLevel() self.levelSliderTx:setText(exp .. "/" .. lvUpExp) self.levelSlider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = exp / lvUpExp self.lvTx:setText(tostring(level)) local expItemIcon = DataManager.BountyData:getExpItemIcon() self.levelItemImg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, expItemIcon) end function BountyMainUI:refreshPayBtn() if DataManager.BountyData:getBought() then self.payBtn:setTouchEnable(false) self.payBtnTx:setText("临时文本:已激活") else self.payBtn:setTouchEnable(true) self.payBtnTx:setText("临时文本:激活黄金通行证") end end function BountyMainUI:refreshPreviewReward(idx) local info = DataManager.BountyData:getSeasonInfoByLevel(idx) if info == nil then return end self.previewRewardCellComp:refreshByConfig(info.reward_pro) end function BountyMainUI:refreshRewards() self.rewardsLeftTitleTx:setText("临时文本:免费通行证") self.rewardsRightTitleTx:setText("临时文本:黄金通行证") if not self.adjustRewardsTitleUI then self.adjustRewardsTitleUI = true GFunc.centerImgAndTx(self.rewardsLeftTitleIcon, self.rewardsLeftTitleTx) GFunc.centerImgAndTx(self.rewardsRightTitleIcon, self.rewardsRightTitleTx) end local maxLv = DataManager.BountyData:getMaxLevel() local lv = DataManager.BountyData:getLevel() if self.scrollrectComp:getTotalCount() <= 0 then self.scrollrectComp:refillCells(maxLv) else self.scrollrectComp:updateAllCell() end if lv >= maxLv then self.line:setVisible(false) else self.line:setVisible(true) local posY = -lv*self.cellHeight self.line:setAnchoredPositionY(posY) end end function BountyMainUI:showLevelNextCell() -- local minIdx = self.maxCellIdx -- local showMyCell = -1 -- for i = minIdx, minIdx + 10 do -- local cfg = DataManager.BountyData:getSeasonCfgByLevel(i) -- if cfg and cfg.reward_type and cfg.reward_type == 1 then -- showMyCell = i -- break -- end -- end -- if self.previewRewardIndex == showMyCell then -- return -- end -- self.previewRewardIndex = showMyCell -- if showMyCell <= 0 then -- self.rewardMyCellComp3:setVisible(false) -- self.rewardMyCell3:setAnchoredPositionY(0) -- else -- self.rewardMyCellComp3:setVisible(true) -- self:showMyCellAction() -- end end function BountyMainUI:showMyCellAction() -- self.inPreviewRewardAction = true -- if self.rewardMyCell3.aniSeq then -- self.rewardMyCell3.aniSeq:Kill() -- end -- local time = 0.3 -- local maxY = 134 -- local posY = self.rewardMyCell3:getAnchoredPositionY() -- local aniSeq = self.rewardMyCell3:createBindTweenSequence() -- if posY > 0 then -- aniSeq:Append(self.rewardMyCell3:getTransform():DOAnchorPosY(0, time/maxY*posY):SetEase(CS.DG.Tweening.Ease.InCubic)) -- end -- aniSeq:AppendCallback(function() -- if self.previewRewardIndex > 0 then -- self.rewardMyCellComp3:refresh(self.previewRewardIndex) -- end -- end) -- aniSeq:Append(self.rewardMyCell3:getTransform():DOAnchorPosY(maxY, time):SetEase(CS.DG.Tweening.Ease.InCubic)) -- aniSeq:AppendCallback(function() -- self.inPreviewRewardAction = false -- end) -- self.rewardMyCell3.aniSeq = aniSeq end function BountyMainUI:scrollToIndex(targetIndex) local maxLv = DataManager.BountyData:getMaxLevel() local cellHeight = self.cellHeight local cellListHeight = self.scrollView:getTransform().rect.height local posY = cellHeight*(targetIndex - 6) local targetPosY = cellHeight*(targetIndex - 1) targetPosY = math.min(targetPosY, maxLv*cellHeight - cellListHeight) if self.scrollSid then self:unscheduleGlobal(self.scrollSid) self.scrollSid = nil end if targetIndex <= 6 then self.scrollrectComp:moveToIndex(targetIndex) else self.scrollrectComp:moveToIndex(targetIndex - 6) self.scrollSid = self:scheduleGlobal(function(inter) posY = posY + 40*inter/0.015 if posY >= targetPosY then posY = targetPosY end self.rewardsContent:setAnchoredPositionY(posY) if posY >= targetPosY then self:unscheduleGlobal(self.scrollSid) self.scrollSid = nil end end, 0) end end function BountyMainUI:updateTime() local remainTime = DataManager.BountyData:getRemainTime() if remainTime < 0 then UIManager:closeUnderUI(self) return self:closeUI() end self.timeTx:setText(GFunc.getTimeStr(remainTime)) if not self.adjustTimeUI then self.adjustTimeUI = true GFunc.centerImgAndTx(self.timeIcon, self.timeTx) end end return BountyMainUI