c1_lua/lua/app/ui/idle/idle_drop_ui.lua
2025-10-20 15:28:40 +08:00

419 lines
13 KiB
Lua

local IdleDropUI = class("IdleDropUI", BaseUI)
local IDLE_UNIT_COMPONENT = "app/ui/idle/component/idle_unit_comp"
local FIGHT_STATE_STOP = 0
local FIGHT_STATE_FIGHT = 1
local FIGHT_STATE_WAIT = 2
local REFRESH_INTERVAL_TIME = 60
function IdleDropUI:isFullScreen()
return false
end
function IdleDropUI:getPrefabPath()
return "assets/prefabs/ui/idle/idle_drop_ui.prefab"
end
function IdleDropUI:ctor()
self.itemList = {}
self.canRefreshReward = false
self.fightState = FIGHT_STATE_STOP
self.fightWaitTime = 0
end
function IdleDropUI:onCover()
if self.cdSid then
self:pauseScheduleGlobal(self.cdSid)
end
end
function IdleDropUI:onReshow()
if self.cdSid then
self:resumeScheduleGlobal(self.cdSid)
end
-- 检查是否升级
if DataManager.PlayerData:getIfCanLevelUp() then
ModuleManager.PlayerManager:levelUp()
end
end
function IdleDropUI:onClose()
if self.fightRoot then
self.fightRoot:removeAllChildren()
end
end
function IdleDropUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.uiMap = uiMap
uiMap["idle_drop_ui.bg.title_text"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DROP_REWARD))
self.timeTx = uiMap["idle_drop_ui.bg.time_tx"]
local goldPerHour = GFunc.num2Str(DataManager.IdleData:getGoldPerHour())
local expPerHour = GFunc.num2Str(DataManager.IdleData:getExpPerHour())
uiMap["idle_drop_ui.bg.bg_1.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.PER_HOUR, goldPerHour))
uiMap["idle_drop_ui.bg.bg_2.desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.PER_HOUR, expPerHour))
local idleMaxTime = DataManager.IdleData:getIdleMaxTime()
-- uiMap["idle_drop_ui.bg.desc_tx_2"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DROP_DESC_2, idleMaxTime // 3600))
uiMap["idle_drop_ui.bg.desc_tx_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DROP_DESC_1) .. I18N:getGlobalText(I18N.GlobalConst.IDLE_DROP_DESC_2, idleMaxTime // 3600))
self.quickBtn = uiMap["idle_drop_ui.bg.quick_btn"]
self.quickBtn:addClickListener(function()
ModuleManager.IdleManager:getIdleQuickRewrad(false)
end)
uiMap["idle_drop_ui.bg.quick_btn.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_QUICK))
local cost = DataManager.IdleData:getQuickIdleCost()[1]
local costNum = GFunc.getRewardNum(cost)
uiMap["idle_drop_ui.bg.quick_btn.bg.text"]:setText(costNum)
self.getBtn = uiMap["idle_drop_ui.bg.get_btn"]
self.getBtn:addClickListener(function()
self.lastRefreshTime = Time:getServerTime()
ModuleManager.IdleManager:getIdleRewrad()
end)
uiMap["idle_drop_ui.bg.get_btn.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.BTN_CLAIM))
self.root:addClickListener(function()
self:closeUI()
end)
self.adBtn = uiMap["idle_drop_ui.bg.ad_btn"]
self.adBtnImg = uiMap["idle_drop_ui.bg.ad_btn.img"]
self.adTimesTx = uiMap["idle_drop_ui.bg.ad_times_tx"]
self.quickTimesTx = uiMap["idle_drop_ui.bg.quick_times_tx"]
self.adBtn:addClickListener(function()
SDKManager:showFullScreenAds(BIReport.ADS_CLICK_TYPE.IDLE_QUICK_DROP, function()
ModuleManager.IdleManager:getIdleQuickRewrad(true)
end)
end)
self.privilegeBtn = uiMap["idle_drop_ui.bg.privilege_btn"]
self.privilegeBtn:addClickListener(function()
ModuleManager.PrivilegeCardManager:showPrivilegeUI()
end)
uiMap["idle_drop_ui.bg.desc_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.CLICK_CLOSE_DESC))
uiMap["idle_drop_ui.bg.bg1.desc_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DESC_8))
uiMap["idle_drop_ui.bg.bg1.desc_tx_1"]:setText(I18N:getGlobalText(I18N.GlobalConst.IDLE_DESC_9))
self.fightRoot = self.uiMap["idle_drop_ui.bg.fight_root"]
self:initRewards()
self:initSmallFight()
self:bindData()
self:refreshCD()
self.cdSid = self:scheduleGlobal(function()
self:refreshCD()
end, 1)
self:scheduleGlobal(function(dt)
self:tickFight(dt)
end, 0)
end
function IdleDropUI:initRewards()
self.scrollRect = self.uiMap["idle_drop_ui.bg.scroll_rect"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
self.scrollRect:addInitCallback(function()
return GConst.TYPEOF_LUA_CLASS.REWARD_CELL
end)
self.scrollRect:addRefreshCallback(function(index, cell)
cell:refreshByConfig(self.itemList[index])
end)
self.scrollRect:clearCells()
self.scrollRect:setTotalCount(0)
end
function IdleDropUI:initSmallFight()
if self.atkUnit == nil then
local stageFormation = DataManager.FormationData:getStageFormation()
local tmpList = GFunc.getTempList()
for k, v in pairs(stageFormation) do
table.insert(tmpList, v)
end
if #tmpList <= 0 then
GFunc.recycleTempList(tmpList)
return
end
local heroId = tmpList[math.random(1, #tmpList)]
GFunc.recycleTempList(tmpList)
local heroInfo = ConfigManager:getConfig("hero")[heroId]
if heroInfo == nil then
return
end
SpineManager:loadHeroAsync(heroInfo.model_id, self.fightRoot, function(spineObject)
spineObject:setDefaultMix(0)
local atkUnitComp = spineObject:addLuaComponent(IDLE_UNIT_COMPONENT)
atkUnitComp:prepare(1, heroInfo.model_id)
atkUnitComp:initSkills(heroInfo.hurt_skill)
self.atkUnit = atkUnitComp
self:onIdleUnitInitFinish()
end)
end
if self.defUnit == nil then
local chapterId = DataManager.ChapterData:getMaxChapterId()
if chapterId <= 0 then
chapterId = DataManager.ChapterData:getChapterId()
end
local chapterInfo = ConfigManager:getConfig("chapter")[chapterId]
if chapterInfo == nil then
return
end
local tmpMap = GFunc.getTempMap()
self.monsterList = {}
local monsterCfg = ConfigManager:getConfig("monster")
for k, v in ipairs(chapterInfo.monster) do
local monsterInfo = monsterCfg[v]
if monsterInfo ~= nil then
if monsterInfo.is_boss == nil and tmpMap[monsterInfo.model_id] == nil then
tmpMap[monsterInfo.model_id] = true
table.insert(self.monsterList, v)
end
end
end
GFunc.recycleTempMap(tmpMap)
if #self.monsterList <= 0 then
return
end
if self.idleMonsterIndex == nil then
self.idleMonsterIndex = math.random(1, #self.monsterList)
else
local temp = self.monsterList[#self.monsterList]
self.monsterList[#self.monsterList] = self.monsterList[self.idleMonsterIndex]
self.monsterList[self.idleMonsterIndex] = temp
self.idleMonsterIndex = math.random(1, #self.monsterList - 1)
end
self.idleMonsterId = self.monsterList[self.idleMonsterIndex]
self:getDefUnit(function(defUnitComp)
self.defUnit = defUnitComp
self:onIdleUnitInitFinish()
end)
end
end
function IdleDropUI:onIdleUnitInitFinish()
if self.atkUnit == nil then
return
end
if self.defUnit == nil then
return
end
self.atkUnit:setTarget(self.defUnit)
self.defUnit:setTarget(self.atkUnit)
self.fightWaitTime = self.defUnit:getBornTime() + 0.2
self.fightState = FIGHT_STATE_WAIT
self.atkUnit:playBorn()
self.defUnit:playBorn()
end
function IdleDropUI:bindData()
self:bind(DataManager.IdleData, "dirty", function()
self:onRefresh()
self.canRefreshReward = true
self:refreshCD()
end)
end
function IdleDropUI:onRefresh()
self:refreshRewards()
self:refreshBtns()
GFunc.setAdsSprite(self.adBtnImg)
end
function IdleDropUI:refreshRewards()
for i = 1, #self.itemList do
table.remove(self.itemList)
end
local rewards = DataManager.IdleData:getIdleRewards()
for _, item in pairs(rewards) do
if item.num > 0 then
table.insert(self.itemList, item)
end
end
if #self.itemList > 1 then
-- 道具类型从低到高>道具ID从低到高>品质从高到低
local cfg = ConfigManager:getConfig("item")
local infoA
local infoB
table.sort(self.itemList, function(a, b)
infoA = cfg[a.id]
infoB = cfg[b.id]
if infoA.type == infoB.type then
if infoA.qlt == infoB.qlt then
return infoA.qlt > infoB.qlt
else
return a.id < b.id
end
else
return infoA.type < infoB.type
end
end)
end
if self.scrollRect:getTotalCount() ~= #self.itemList then -- 打开界面的时候定位到当前可领取的最低等级奖励,如果没有则定位到当前等级
self.scrollRect:refillCells(#self.itemList)
else
self.scrollRect:updateAllCell()
end
end
function IdleDropUI:refreshBtns()
if #self.itemList > 0 then
self.getBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_yellow_1")
self.getBtn:setTouchEnable(true)
else
self.getBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_grey_1")
self.getBtn:setTouchEnable(false)
end
local quickTimes = DataManager.IdleData:getQuickIdleVitRemainTimes()
self.quickTimesTx:setText(I18N:getGlobalText(I18N.GlobalConst.TODAY_REMAIN_TIMES, "<color=#60FF4B>" .. quickTimes .."</color>"))
if quickTimes > 0 then
self.quickBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_blue_1")
self.quickBtn:setTouchEnable(true)
self:addQuickBtnRedPoint()
else
self.quickBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_grey_1")
self.quickBtn:setTouchEnable(false)
self:removeQuickBtnRedPoint()
end
local adRemainTimes = DataManager.IdleData:getQuickIdleAdRemainTimes()
self.adTimesTx:setText(I18N:getGlobalText(I18N.GlobalConst.TODAY_REMAIN_TIMES, "<color=#60FF4B>" .. adRemainTimes .."</color>"))
if adRemainTimes <= 0 then
adRemainTimes = 0
self.adBtn:setTouchEnable(false)
self.adBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_grey_1")
self.adBtn:removeRedPoint()
else
self.adBtn:setTouchEnable(true)
self.adBtn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_orange_1")
self.adBtn:addRedPoint(60, 30, 1)
end
end
function IdleDropUI:refreshCD()
local time = Time:getServerTime() - DataManager.IdleData:getLastDropTime()
local idleMaxTime = DataManager.IdleData:getIdleMaxTime()
if time >= idleMaxTime then
if #self.itemList > 0 then
self:addGetBtnRedPoint()
else
self:removeGetBtnRedPoint()
end
local str = I18N:getGlobalText(I18N.GlobalConst.IDLE_DESC_2, Time:formatNumTime(idleMaxTime))
self.timeTx:setText(str)
else
self:removeGetBtnRedPoint()
local str = I18N:getGlobalText(I18N.GlobalConst.IDLE_DESC_2, Time:formatNumTime(time))
self.timeTx:setText(str)
end
if self.lastRefreshTime == nil then
self.lastRefreshTime = Time:getServerTime()
elseif Time:getServerTime() - self.lastRefreshTime > REFRESH_INTERVAL_TIME then
if not self.canRefreshReward then
return
end
self.canRefreshReward = false
self.lastRefreshTime = Time:getServerTime()
ModuleManager.IdleManager:getIdleShowRewrad()
end
end
function IdleDropUI:addGetBtnRedPoint()
if self.getBtnRedPoint == true then
return
end
self.getBtnRedPoint = true
self.getBtn:addRedPoint(70, 30, 1)
end
function IdleDropUI:removeGetBtnRedPoint()
if self.getBtnRedPoint == false then
return
end
self.getBtnRedPoint = false
self.getBtn:removeRedPoint()
end
function IdleDropUI:addQuickBtnRedPoint()
if self.quickBtnRedPoint == true then
return
end
self.quickBtnRedPoint = true
self.quickBtn:addRedPoint(90, 30, 1)
end
function IdleDropUI:removeQuickBtnRedPoint()
if self.quickBtnRedPoint == false then
return
end
self.quickBtnRedPoint = false
self.quickBtn:removeRedPoint()
end
function IdleDropUI:findNextDefUnit()
local temp = self.monsterList[#self.monsterList]
self.monsterList[#self.monsterList] = self.monsterList[self.idleMonsterIndex]
self.monsterList[self.idleMonsterIndex] = temp
self.idleMonsterIndex = math.random(1, #self.monsterList - 1)
self.idleMonsterId = self.monsterList[self.idleMonsterIndex]
self:getDefUnit(function(defUnit)
self:recycleDefUnit(self.defUnit)
self.defUnit = defUnit
self.atkUnit:setTarget(self.defUnit)
self.defUnit:setTarget(self.atkUnit)
self.fightWaitTime = self.defUnit:getBornTime() + 0.2
self.fightState = FIGHT_STATE_WAIT
self.defUnit:playBorn()
end)
end
function IdleDropUI:getDefUnit(callback)
if self.cacheUnit == nil then
self.cacheUnit = {}
end
local monsterCfg = ConfigManager:getConfig("monster")
local monsterInfo = monsterCfg[self.idleMonsterId]
local defUnit = self.cacheUnit[monsterInfo.model_id]
if defUnit then
defUnit:setActive(true)
return callback(defUnit)
end
SpineManager:loadHeroAsync(monsterInfo.model_id, self.fightRoot, function(spineObject)
spineObject:setDefaultMix(0)
local defUnitComp = spineObject:addLuaComponent(IDLE_UNIT_COMPONENT)
defUnitComp:prepare(2, monsterInfo.model_id)
callback(defUnitComp)
end)
end
function IdleDropUI:recycleDefUnit(defUnit)
if self.cacheUnit == nil then
self.cacheUnit = {}
end
defUnit:setActive(false)
self.cacheUnit[defUnit:getModelId()] = defUnit
end
function IdleDropUI:changeNextDefUnit()
self.defUnit:playDead(function()
self:findNextDefUnit()
end)
end
function IdleDropUI:tickFight(dt)
if self.fightState == FIGHT_STATE_STOP then
return
end
self.atkUnit:tick(dt)
self.defUnit:tick(dt)
if self.fightState == FIGHT_STATE_FIGHT then
elseif self.fightState == FIGHT_STATE_WAIT then
self.fightWaitTime = self.fightWaitTime - dt
if self.fightWaitTime < 0 then
self.fightState = FIGHT_STATE_FIGHT
self.atkUnit:doAttack(function()
self:changeNextDefUnit()
end)
end
end
end
return IdleDropUI