c1_lua/lua/app/ui/common/cell/reward_cell.lua
2023-09-15 19:22:15 +08:00

243 lines
7.0 KiB
Lua

local RewardCell = class("RewardCell", BaseCell)
local EFFECT_LIGHT = "assets/prefabs/effects/ui/vfx_ui_arena_gift_b02.prefab"
function RewardCell:init()
local uiMap = self:getUIMap()
self.content = uiMap["reward_cell.content"]
self.icon = uiMap["reward_cell.item_bg.icon"]
self.frameBg = uiMap["reward_cell.item_bg"]
self.mask = uiMap["reward_cell.item_bg.mask"]
self.check = uiMap["reward_cell.check"]
self.numTx = uiMap["reward_cell.item_bg.num"]
self.fragment = uiMap["reward_cell.item_bg.fragment"]
self.rightUpIcon = uiMap["reward_cell.item_bg.right_up_icon"]
self.sImg = uiMap["reward_cell.item_bg.s"]
self.matchImg = uiMap["reward_cell.item_bg.match_img"]
self.frameAni = uiMap["reward_cell.frame_ani"]
self.lock = uiMap["reward_cell.lock"]
-- 首通
self.firstPass = uiMap["reward_cell.first"]
self.firstPassTx = uiMap["reward_cell.first.tx_first"]
-- 皮肤
self.skin = uiMap["reward_cell.skin"]
self.skinQlt = uiMap["reward_cell.skin.img_qlt"]
-- 特效
self.rootEffect = uiMap["reward_cell.root_effect"]
-- 选中框
self.select = uiMap["reward_cell.content.item_bg.select"]
-- 自选
self.choose = uiMap["reward_cell.choose"]
self:hideFrameAnimation()
self.baseObject:addClickListener(function()
if self.clickCallback then
self.clickCallback()
elseif self.rewardId ~= nil then
ModuleManager.TipsManager:showRewardTips(self.rewardId, self.rewardType, self.baseObject)
end
end)
end
function RewardCell:refresh(reward)
self:showMask(false, false)
if reward.type == GConst.REWARD_TYPE.ITEM then
local info = ConfigManager:getConfig("item")[reward.item.id]
if info == nil then
return
end
self.rewardId = reward.item.id
self.rewardType = reward.type
self:_refreshItem(info, reward.item.count)
else
self.rewardId = nil
end
self:showFirstPass(false)
end
-- 展示自选
function RewardCell:refreshByChoose()
self.choose:setVisible(true)
self.content:setVisible(false)
end
function RewardCell:refreshByConfig(reward, mask, check)
self:showMask(mask, check)
if reward.type == GConst.REWARD_TYPE.ITEM then
local info = ConfigManager:getConfig("item")[reward.id]
if info == nil then
return
end
self.rewardId = reward.id
self.rewardType = reward.type
self:_refreshItem(info, reward.num)
else
self.rewardId = nil
end
self:showFirstPass(false)
end
function RewardCell:refreshItemById(itemId, count, mask, check)
self:showMask(mask, check)
local info = ConfigManager:getConfig("item")[itemId]
if info == nil then
return
end
self.rewardId = itemId
self.rewardType = GConst.REWARD_TYPE.ITEM
self:_refreshItem(info, count)
self:showFirstPass(false)
end
function RewardCell:_refreshItem(info, count)
self.choose:setVisible(false)
self.select:setVisible(false)
self.lock:setVisible(false)
self.content:setVisible(true)
self.numTx:setVisible(true)
self.frameBg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, GConst.FRAME_QLT[info.qlt])
if count and count > 0 then
if count > 100 then
self.numTx:setText(GFunc.num2Str(count))
else
self.numTx:setText(GFunc.intToString(count))
end
else
self.numTx:setText(GConst.EMPTY_STRING)
end
if info.type == GConst.ItemConst.ITEM_TYPE.HERO_FRAGMENT then
-- 英雄碎片道具
self.skin:setVisible(false)
self.fragment:setVisible(true)
local heroInfo = ConfigManager:getConfig("hero")[info.parameter]
if heroInfo then
self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO, heroInfo.icon)
self.sImg:setVisible(heroInfo.qlt >= 4)
self.matchImg:setVisible(true)
self.matchImg:setSprite(GConst.ATLAS_PATH.ICON_HERO, GConst.HeroConst.MATCH_ICON_NAME[heroInfo.position])
else
self.icon:setSprite(GConst.ATLAS_PATH.COMMON, "common_alpha")
self.sImg:setVisible(false)
self.matchImg:setVisible(false)
end
elseif info.type == GConst.ItemConst.ITEM_TYPE.SKIN then
-- 皮肤道具
self.skin:setVisible(true)
self.matchImg:setVisible(false)
self.fragment:setVisible(false)
local skinInfo = ConfigManager:getConfig("skin")[info.parameter]
if skinInfo then
self.skin:setVisible(true)
self.sImg:setVisible(skinInfo.qlt >= 4)
self.icon:setSprite(GConst.ATLAS_PATH.ICON_HERO, skinInfo.icon)
self.skin:setSprite(GConst.ATLAS_PATH.ICON_HERO, "frame_dec_" .. skinInfo.qlt)
self.skinQlt:setSprite(GConst.ATLAS_PATH.HERO, "hero_skin_" .. skinInfo.qlt)
self.frameBg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, GConst.FRAME_QLT[skinInfo.qlt])
else
self.icon:setSprite(GConst.ATLAS_PATH.COMMON, "common_alpha")
self.sImg:setVisible(false)
end
else
-- 其他
self.icon:setSprite(GConst.ATLAS_PATH.ICON_ITEM, info.icon)
self.fragment:setVisible(false)
self.sImg:setVisible(false)
self.matchImg:setVisible(false)
self.skin:setVisible(false)
end
self:showLight(false)
end
function RewardCell:setNumTx(str)
self.numTx:setText(str)
end
function RewardCell:showMask(show, syncCheck)
self.mask:setVisible(show == true)
self:showCheck(syncCheck)
end
function RewardCell:hideCountTx()
self:setNumTx(GConst.EMPTY_STRING)
end
function RewardCell:showCheck(show)
self.check:setVisible(show == true)
end
function RewardCell:setVisible(visible)
self.baseObject:setActive(visible)
end
function RewardCell:setAnchoredPositionX(x)
self.baseObject:setAnchoredPositionX(x)
end
function RewardCell:setTouchEnable(enable)
self.baseObject:setTouchEnable(enable)
end
function RewardCell:addClickListener(callback)
self.clickCallback = callback
end
function RewardCell:setLocalScale(x, y, z)
self.baseObject:setLocalScale(x, y, z)
end
function RewardCell:showFrameAnimation(rewardType)
self.frameAni:setVisible(true)
self.frameAni:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR).enabled = true
if self.frameAniType ~= GConst.REWARD_TYPE.ITEM then
-- CS.UnityEngine.Animator.StringToHash("frame_reward") 结果是997722489
self.frameAni:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR):Play(997722489, -1, 0)
self.frameAniType = GConst.REWARD_TYPE.ITEM
end
end
function RewardCell:hideFrameAnimation()
self.frameAni:getComponent(GConst.TYPEOF_UNITY_CLASS.ANIMATOR).enabled = false
self.frameAni:setVisible(false)
end
function RewardCell:showRightUpIcon(show, atlas, iconName)
self.rightUpIcon:setVisible(show)
if not show then
return
end
self.rightUpIcon:setSprite(atlas, iconName)
end
-- 展示首通标记
function RewardCell:showFirstPass(show)
self.firstPass:setVisible(show == true)
if show then
self.firstPassTx:setText(I18N:getGlobalText(I18N.GlobalConst.FIRST_PASS))
end
end
-- 展示锁定标记
function RewardCell:showLock(show)
self.lock:setVisible(show == true)
end
-- 展示光效
function RewardCell:showLight(show, ui)
self.rootEffect:removeAllChildren()
if show and ui ~= nil and not self.isLoadingEffectLight then
self.isLoadingEffectLight = true
EffectManager:loadUIEffectAsync(EFFECT_LIGHT, ui, self.rootEffect, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
self.isLoadingEffectLight = false
obj:setAnchoredPosition(0, 0)
obj:play()
end)
end
end
-- 展示选中框
function RewardCell:showSelect(show)
self.select:setActive(show == true)
end
return RewardCell