c1_lua/lua/app/ui/main_city/main_city_ui.lua
2025-11-11 11:58:27 +08:00

912 lines
30 KiB
Lua

local UIPrefabObject = require "app/bf/unity/uiprefab_object"
local MainCityUI = class("MainCityUI", BaseUI)
local BF_UI_HELPER = GConst.TYPEOF_UNITY_CLASS.BF_UI_HELPER
local HERO_COMP = "app/ui/hero/hero_comp"
local MAIN_COMP = "app/ui/main_city/component/main_comp"
local SHOP_COMP = "app/ui/shop/shop_comp"
local DUNGEON_COMP = "app/ui/dungeon/dungeon_comp"
local COMPANY_COMP = "app/ui/company/company_comp"
local SIDE_BAR_COMP = "app/ui/main_city/component/side_bar_comp"
local BOTTOM_BTN_CELL = "app/ui/main_city/cell/bottom_btn_cell"
local MAIN_COMP_INEDX = 3
MainCityUI.CLICK_BTN_TYPE = {
[1] = "HOME",
[2] = "HERO",
[3] = "SHOP",
[4] = "COMPANY",
[5] = "DUNGEON",
}
function MainCityUI:getUIType()
return UIManager.UI_TYPE.MAIN
end
function MainCityUI:getBGMId()
return AudioManager.BGM_ID.MAINCITY
end
function MainCityUI:getCurrencyParams()
if self.currencyParams == nil then
self.currencyParams = {
itemIds = {}
}
end
self.selectedIndex = self.selectedIndex or GConst.MainCityConst.BOTTOM_PAGE.MAIN
self.currencyParams.showType = GConst.CURRENCY_TYPE.HORIZONTAL
for k, v in ipairs(self.currencyParams.itemIds) do
table.remove(self.currencyParams.itemIds)
end
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
self.currencyParams.itemIds[1] = GConst.ItemConst.ITEM_ID_GOLD
self.currencyParams.itemIds[2] = GConst.ItemConst.ITEM_ID_GEM
self.currencyParams.itemIds[3] = GConst.ItemConst.ITEM_ID_VIT
elseif self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.HERO then
elseif self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.COMPANY then
-- self.currencyParams.itemIds[1] = GConst.ItemConst.ITEM_ID_GOLD
-- self.currencyParams.itemIds[2] = GConst.ItemConst.ITEM_ID_VIT
elseif self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.SHOP then
self.currencyParams.itemIds[1] = GConst.ItemConst.ITEM_ID_GOLD
self.currencyParams.itemIds[2] = GConst.ItemConst.ITEM_ID_GEM
self.currencyParams.itemIds[3] = GConst.ItemConst.ITEM_ID_VIT
elseif self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.DUNGEON then
self.currencyParams.itemIds[1] = GConst.ItemConst.ITEM_ID_GOLD
self.currencyParams.itemIds[2] = GConst.ItemConst.ITEM_ID_GEM
self.currencyParams.itemIds[3] = GConst.ItemConst.ITEM_ID_VIT
end
return self.currencyParams
end
function MainCityUI:onPressBackspace()
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
local params = {
content = I18N:getGlobalText(I18N.GlobalConst.CONF_BE_SURE_QUIT_GAME),
okFunc = function()
CS.UnityEngine.Application.Quit()
end,
boxType = GConst.MESSAGE_BOX_TYPE.MB_OK_CANCEL,
}
GFunc.showMessageBox(params)
end
end
function MainCityUI:getPrefabPath()
return "assets/prefabs/ui/main_city/main_ui.prefab"
end
function MainCityUI:ctor(params)
self.isFirstEnter = params and params.isFirstEnter
self.targetIndex = params and params.targetIndex
self.selectedIndex = params and params.targetIndex or GConst.MainCityConst.BOTTOM_PAGE.MAIN
end
function MainCityUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.uiMap = uiMap
self.bottomBgSelected = uiMap["main_ui.bottom_node.bottom_bg_selected"]
self.bottomBgSelected:setLocalPositionX(0)
self:_display()
self:_addListeners()
self:_bind()
self:refreshBottomRp()
self:updateTime()
self:scheduleGlobal(function()
self:updateTime()
end, 1)
end
function MainCityUI:onRefresh()
self:refreshSettingBtn()
end
function MainCityUI:onClose()
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.MAIN]:onClose()
self.subComps = nil
end
function MainCityUI:onReshow()
-- 检查目前没开的侧边栏功能是否有可以开启的
if self.sideBarComp then
self.sideBarComp:onReshow()
end
end
function MainCityUI:onSetUIOrder()
if self.subComps then
for index, comp in pairs(self.subComps) do
local order = self._baseRootCanvas.sortingOrder
local uiHelper = comp:getGameObject():GetComponent(BF_UI_HELPER)
if uiHelper then
uiHelper:SetSortingOrder(order + 1)
end
end
end
end
function MainCityUI:_display()
self:initBottomUI()
self:initComp()
self:initTopNode()
self:refreshBottom()
end
function MainCityUI:_addListeners()
self:addEventListener(EventManager.CUSTOM_EVENT.TIME_TRIGGERED_NEW_EMAIL, function()
local time = math.random(10000, 30000) / 20000
ModuleManager.MailManager:performWithDelayGlobal(function()
ModuleManager.MailManager:getTriggeredTimeMail()
end, time)
end)
-- self:addEventListener(EventManager.CUSTOM_EVENT.TUTORIAL_TASK_STOP, function()
-- -- 引导完成时 检测主界面的弹窗是否要触发
-- if not self:checkTutorial(true) then
-- self:checkGift()
-- end
-- end)
self:addEventListener(EventManager.CUSTOM_EVENT.GO_SHOP, function(params)
if ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.MALL, false) then
local page = params and params.page or GConst.ShopConst.PAGE_TYPE.MAIN -- 默认主要商品
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.SHOP then
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:refresh(params.subType)
return
end
-- self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnimComplete("born1", false, false, function()
-- -- self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnimComplete("born2", false, false, function()
-- -- -- self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:playAnim("idle", false, false)
-- -- end)
-- end)
self:refreshBottom(GConst.MainCityConst.BOTTOM_PAGE.SHOP, true)
if self.subComps and self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP] then
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:refresh(params.subType)
end
end
end)
self:addEventListener(EventManager.CUSTOM_EVENT.CHANGE_MAIN_COMP_MODULE, function(module)
self:switchMainCompModule(module)
end)
self:addEventListener(EventManager.CUSTOM_EVENT.MAIN_UI_CHECK_SIDE_BAR, function(module)
self:checkSideBarOpenStatus()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.MAIN_UI_CHECK_POP, function()
self:checkMainPop()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.REFRESH_MAIN_CITY_BOTTOM, function(params)
self:refreshBottomCell()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.CHANGE_MAIN_CITY_PAGE, function(params)
params = params or {}
local page = params.page or self.selectedIndex
if page == GConst.MainCityConst.BOTTOM_PAGE.SHOP then
if self.selectedIndex == page then -- 直接跳转
if self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP] then
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:refresh(params.subType)
end
end
elseif page == GConst.MainCityConst.BOTTOM_PAGE.COMPANY then
if params.companyIdx == 1 then
ModuleManager.TalentManager:showMainUI()
end
-- elseif page == GConst.MainCityConst.BOTTOM_PAGE.DUNGEON then
-- if self.selectedIndex == page then -- 直接跳转
-- if self.dungeonComp then
-- self.dungeonComp:refresh(params.dungeonModule)
-- end
-- end
-- elseif page == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
-- if self.selectedIndex == page then -- 直接跳转
-- if self.mainComp then
-- -- 跳转到精英 需要改变下最大关卡
-- if self.showChapterModule and self.showChapterModule == GConst.MainCityConst.MAIN_CHAPTER_MODULE.TEAM then
-- local id = DataManager.ChapterTeamData:getLastChapterId(DataManager.ChapterData:getMaxPassId())
-- id = id or 1
-- DataManager.ChapterData:setChapterId(DataManager.ChapterTeamData:getChapterIdById(id))
-- end
-- self.mainComp:refresh(self.showChapterModule)
-- self.showChapterModule = nil
-- end
-- end
end
self:refreshBottom(page, true)
end)
DataManager.MailData:checkNewMail()
end
function MainCityUI:_bind()
self:bind(DataManager.ChapterData, "isDirty", function()
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
if self.subComps[self.selectedIndex] then
self.subComps[self.selectedIndex]:refreshChapter(true)
end
end
end, true)
self:bind(DataManager.PlayerData, "dirty", function(binder, value)
self:refreshPlayerInfo()
end, true)
self:bind(DataManager.HeroData, "isDirty", function(binder, value)
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.HERO then
if self.subComps[self.selectedIndex] then
self.subComps[self.selectedIndex]:refresh(GConst.BattleConst.BATTLE_TYPE.STAGE)
end
end
self:refreshBottomRp()
end)
self:bind(DataManager.HeroData, "isPowerDirty", function()
ModuleManager.MaincityManager:checkShowPowerUI()
end)
self:bind(DataManager.CollectionData, "isDirty", function()
self:refreshBottomRp()
end)
self:bind(DataManager.DailyTaskData, "isDirty", function()
self:refreshTask()
end)
self:bind(DataManager.BountyData, "dirty", function()
self:refreshBounty()
end)
self:bind(DataManager.MailData, "redPoint", function()
self:refreshSettingBtn()
end)
self:bind(DataManager.TalentData, "isDirty", function()
self:refreshBottomRp()
end)
self:bind(DataManager.DungeonDailyData, "isDirty", function()
self:refreshBottomRp()
end)
self:bind(DataManager.ShopData, "isDirty", function()
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.SHOP and self.subComps[self.selectedIndex] then
if self.subComps[self.selectedIndex] then
self.subComps[self.selectedIndex]:refresh()
end
end
self:refreshBottomRp()
end)
self:bind(DataManager.SummonData, "isDirty", function()
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.SHOP and self.subComps[self.selectedIndex] then
if self.subComps[self.selectedIndex] then
self.subComps[self.selectedIndex]:refresh()
end
end
end)
self:bind(DataManager.ArenaData, "isDirty", function()
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
if self.subComps[self.selectedIndex] then
self.subComps[self.selectedIndex]:refresh()
end
end
end)
self:bind(DataManager.ActTimeData, "isDirty", function()
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
self.subComps[self.selectedIndex]:refresh()
end
self:checkMainPop()
self:refreshSideBarComp()
end)
self:bind(DataManager.AIHelperData, "isDirty", function()
self:refreshSettingBtn()
end)
end
function MainCityUI:initBottomUI()
local uiMap = self.root:genAllChildren()
self.bottomBtnCells = {}
self.bottomBtnSpines = {}
for i = 1, 5 do
local cellCom = CellManager:addCellComp(uiMap["main_ui.bottom_node.bottom_btn_cell_" .. i], BOTTOM_BTN_CELL)
cellCom:addClickListener(function()
if i == 1 then -- 商城有开启条件
if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.MALL, false) then
return
end
elseif i == 4 then -- 公司有开启条件
if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.COMPANY_OPEN, false) then
return
end
elseif i == 5 then -- 玩法有开启条件
if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.DUNGEON_OPEN, false) then
return
end
end
if self.selectedIndex == i then
return
end
if i <= #MainCityUI.CLICK_BTN_TYPE then
BIReport:postHomeBtnCilck(BIReport.CLICK_BTN_TYPE[MainCityUI.CLICK_BTN_TYPE[i]])
end
-- self.bottomBtnSpines[i]:playAnimComplete("born1", false, false, function()
-- -- self.bottomBtnSpines[i]:playAnimComplete("born2", false, false, function()
-- -- -- self.bottomBtnSpines[i]:playAnim("idle", false, false)
-- -- end)
-- end)
self:refreshBottom(i, true)
end)
table.insert(self.bottomBtnCells, cellCom)
self.bottomBtnSpines[i] = uiMap["main_ui.bottom_node.icons.ui_spine_obj_" .. i]
self.bottomBtnSpines[i]:playAnim("idle", false, false)
end
end
function MainCityUI:initComp()
if not self.subComps then
local uiMap = self.root:genAllChildren()
self.subComps = {}
-- 主城
local mainComp = uiMap["main_ui.sub_ui_node.main_comp"]
mainComp:initPrefabHelper()
mainComp:genAllChildren()
self.mainComp = mainComp:addLuaComponent(MAIN_COMP)
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.MAIN] = self.mainComp
-- 英雄
local heroComp = uiMap["main_ui.sub_ui_node.hero_ui"]
heroComp:initPrefabHelper()
heroComp:genAllChildren()
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.HERO] = heroComp:addLuaComponent(HERO_COMP)
self:onSetUIOrder()
-- 商城
local shopComp = uiMap["main_ui.sub_ui_node.shop_comp"]
shopComp:initPrefabHelper()
shopComp:genAllChildren()
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.SHOP] = shopComp:addLuaComponent(SHOP_COMP)
-- 地牢
local dungeonComp = uiMap["main_ui.sub_ui_node.dungeon_comp"]
dungeonComp:initPrefabHelper()
dungeonComp:genAllChildren()
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.DUNGEON] = dungeonComp:addLuaComponent(DUNGEON_COMP)
-- 公司
local companyComp = uiMap["main_ui.sub_ui_node.company_comp"]
companyComp:initPrefabHelper()
companyComp:genAllChildren()
self.subComps[GConst.MainCityConst.BOTTOM_PAGE.COMPANY] = companyComp:addLuaComponent(COMPANY_COMP)
end
end
function MainCityUI:refreshBottom(selectedIndex, playAnim)
if self.targetIndex then
selectedIndex = self.targetIndex
playAnim = true
self.targetIndex = nil
end
if selectedIndex and (not self.subComps[selectedIndex]) then
return
end
local oldIndex = self.selectedIndex
self.selectedIndex = selectedIndex and selectedIndex or GConst.MainCityConst.BOTTOM_PAGE.MAIN
self.bottomBtnSpines[oldIndex]:playAnimComplete("born2", false, false)
self.bottomBtnSpines[self.selectedIndex]:playAnimComplete("born1", false, false)
self:switchComp()
-- 动效
if playAnim and (oldIndex ~= selectedIndex) then
local targetX = self.bottomBtnCells[self.selectedIndex]:getCurLocalPosX()
local isLeft = self.selectedIndex < oldIndex
local offset = isLeft and -20 or 20
GFunc.goTargetPosXShake(self.bottomBgSelected, nil, targetX, offset)
self:refreshBottomCell(true)
else
self:refreshBottomCell(false)
end
self:refreshSideBarComp()
end
function MainCityUI:refreshSideBarComp()
if self.sideBarComp == nil then
local uiMap = self.root:genAllChildren()
self.sideBarCompNode = uiMap["main_ui.side_bar_comp"]
self.sideBarCompNode:initPrefabHelper()
self.sideBarCompNode:genAllChildren()
self.sideBarComp = self.sideBarCompNode:addLuaComponent(SIDE_BAR_COMP)
end
self.sideBarCompNode:setActive(self:getIsInMainPage())
self.sideBarComp:refresh()
end
function MainCityUI:refreshBottomCell(showAni)
for i, cell in ipairs(self.bottomBtnCells) do
cell:refresh(i, i == self.selectedIndex, showAni)
end
end
function MainCityUI:getIsInMainPage()
return self.selectedIndex == MAIN_COMP_INEDX
end
function MainCityUI:refreshPlayerInfo()
if not self.playerInfoCell then
self.playerInfoCell = CellManager:addCellComp(self.uiMap["main_ui.player_info_cell"], GConst.TYPEOF_LUA_CLASS.PLAYER_INFO_CELL)
end
if self.selectedIndex ~= GConst.MainCityConst.BOTTOM_PAGE.MAIN then
self.playerInfoCell:setActive(false)
return
end
self.playerInfoCell:setActive(true)
self.playerInfoCell:refresh()
end
function MainCityUI:initTopNode()
self.topNode = self.uiMap["main_ui.top_node"]
self:initTask()
self:initBounty()
self:initSetting()
end
function MainCityUI:initTask()
self.taskBtn = self.uiMap["main_ui.top_node.task_btn"]
self.taskBtn:addClickListener(function()
ModuleManager.TaskManager:showTaskMainUI()
end)
end
function MainCityUI:initBounty()
self.bountyNode = self.uiMap["main_ui.top_node.bounty_node"]
self.bountyBanner = self.uiMap["main_ui.top_node.bounty_node.banner"]
self.bountyBanner:addClickListener(function()
ModuleManager.BountyManager:showBountyMainUI()
end)
self.bountyRewardSpine = self.uiMap["main_ui.top_node.bounty_node.banner.spine"]
self.bountyBannerInfo = self.uiMap["main_ui.top_node.bounty_node.banner.info"]
self.bountyBannerDescTx = self.uiMap["main_ui.top_node.bounty_node.banner.desc"]
self.bountyBannerSlider = self.uiMap["main_ui.top_node.bounty_node.banner.info.progress_bg.slider"]
self.bountyBannerSliderTx = self.uiMap["main_ui.top_node.bounty_node.banner.info.progress_bg.slider_tx"]
self.bountyBannerLvTx = self.uiMap["main_ui.top_node.bounty_node.banner.info.progress_bg.lv_tx"]
self.uiMap["main_ui.top_node.bounty_node.banner.info.name"]:setText(I18N:getGlobalText(I18N.GlobalConst.BOUNTY_TITLE))
end
function MainCityUI:initSetting()
self.settingBtn = self.uiMap["main_ui.top_node.setting_btn"]
self.settingBtn:addClickListener(function()
ModuleManager.GameSettingManager:showSelectOtherBtnUI()
end)
end
function MainCityUI:setTopNodeVisible(visible)
self.topNode:setVisible(visible)
end
function MainCityUI:refreshTopNode()
self:refreshBounty()
self:refreshTask()
end
function MainCityUI:refreshBounty()
-- local isOpen = DataManager.BountyData:isOpen()
-- if not isOpen or GFunc.isShenhe() then
-- self.bountyNode:setVisible(false)
-- self.bountyRewardSpine:getSkeletonGraphic().enabled = false
-- return
-- end
-- self.bountyNode:setVisible(true)
-- if DataManager.BountyData:getIfCanClaimReward() then
-- self.bountyRewardSpine:setVisible(true)
-- self.bountyRewardSpine:playAnim("idle", true)
-- self.bountyRewardSpine:getSkeletonGraphic().enabled = true
-- self.bountyBannerInfo:setVisible(false)
-- self.bountyBannerDescTx:setText(I18N:getGlobalText(I18N.GlobalConst.COLLET_REWARDS))
-- else
-- self.bountyRewardSpine:setVisible(false)
-- self.bountyRewardSpine:getSkeletonGraphic().enabled = false
-- local bannerName = DataManager.BountyData:getBannerName()
-- self.bountyBanner:setSprite(GConst.ATLAS_PATH.BOUNTY, bannerName)
-- self.bountyBannerInfo:setVisible(true)
-- self.bountyBannerDescTx:setText(GConst.EMPTY_STRING)
-- local exp = DataManager.BountyData:getExp()
-- local lvUpExp = DataManager.BountyData:getLvUpExp()
-- local level = DataManager.BountyData:getLevel()
-- local maxLevel = DataManager.BountyData:getMaxLevel()
-- self.bountyBannerSliderTx:setText(exp .. "/" .. lvUpExp)
-- self.bountyBannerSlider:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = exp / lvUpExp
-- if level >= maxLevel then
-- self.bountyBannerLvTx:setText(I18N:getGlobalText(I18N.GlobalConst.STR_MAX))
-- else
-- self.bountyBannerLvTx:setText(tostring(level))
-- end
-- end
end
function MainCityUI:refreshArenaBounty()
if self.mainComp then
self.mainComp:refreshArenaBounty()
end
end
function MainCityUI:refreshTask()
local isOpen = DataManager.DailyTaskData:getIsOpen()
if not isOpen then
self.taskBtn:setVisible(false)
return
end
self.taskBtn:setVisible(true)
local showRedPoint = DataManager.DailyTaskData:showRedPoint()
if showRedPoint then
self.taskBtn:addRedPoint(28, 36, 1)
else
self.taskBtn:removeRedPoint()
end
end
function MainCityUI:switchComp(index)
index = index or self.selectedIndex
for i, comp in pairs(self.subComps) do
comp:getBaseObject():setActive(i == index)
if i == index then
if index == GConst.MainCityConst.BOTTOM_PAGE.SHOP then
comp:refresh()
elseif index == GConst.MainCityConst.BOTTOM_PAGE.HERO then
comp:refresh(GConst.BattleConst.BATTLE_TYPE.STAGE)
else
comp:refresh()
end
self:updateTime()
end
end
self:updateCurrencyBar()
if self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
self:refreshTopNode()
self:switchMainCompModule()
else
self:setTopNodeVisible(false)
end
self:refreshPlayerInfo()
end
-- 切换主界面活动模块
function MainCityUI:switchMainCompModule(moduleKey)
if self.selectedIndex ~= GConst.MainCityConst.BOTTOM_PAGE.MAIN then
return
end
self.mainComp:refresh()
self:checkMainPop()
self:setTopNodeVisible(true)
self:refreshBounty()
UIManager:updateBarsState(self)
end
function MainCityUI:updateTime()
if self.subComps[self.selectedIndex] and self.subComps[self.selectedIndex].refreshTime then
self.subComps[self.selectedIndex]:refreshTime()
end
if self.sideBarComp then
self.sideBarComp:updateTime()
end
if DataManager.AIHelperData:getNeedReqTime() then
ModuleManager.GameSettingManager:reqAiHelper()
end
end
function MainCityUI:refreshBottomRp()
local uiMap = self.root:genAllChildren()
local heroRpObj = uiMap["main_ui.bottom_node.icons.ui_spine_obj_2.rp_node"]
if DataManager.HeroData:getRp() then
heroRpObj:addRedPoint(0, 0, 1)
else
heroRpObj:removeRedPoint()
end
local shopRpObj = uiMap["main_ui.bottom_node.icons.ui_spine_obj_3.rp_node"]
if DataManager.ShopData:showRedPoint() then
shopRpObj:addRedPoint(0, 0, 1)
else
shopRpObj:removeRedPoint()
end
local companyRpObj = uiMap["main_ui.bottom_node.icons.ui_spine_obj_4.rp_node"]
if DataManager.TalentData:showRedPoint() then
companyRpObj:addRedPoint(0, 0, 1)
else
companyRpObj:removeRedPoint()
end
local dungeonRpObj = uiMap["main_ui.bottom_node.icons.ui_spine_obj_5.rp_node"]
if DataManager.DungeonData:hasRedPoint() then
dungeonRpObj:addRedPoint(0, 0, 1)
else
dungeonRpObj:removeRedPoint()
end
end
function MainCityUI:refreshSettingBtn()
if (DataManager.MailData:getIsOpen() and DataManager.MailData:getRedPoint()) or DataManager.AIHelperData:getRp() then
self.settingBtn:addRedPoint(32, 36, 1)
else
self.settingBtn:removeRedPoint()
end
end
-- 弹窗优先级: 升级>功能弹窗>英雄解锁弹窗>礼包弹窗>引导
function MainCityUI:checkMainPop()
local topUI = UIManager:getTopUIObj()
if topUI:getUIIndex() ~= self:getUIIndex() then
if topUI:getUIIndex() == UIManager.UI_PATH.REWARD_BOX then
topUI:addExitAniCompleteListener(function()
EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.MAIN_UI_CHECK_POP)
end)
end
return
end
-- 续关
if self.isFirstEnter then
local battleSnapshot = LocalData:getBattleSnapshot()
if battleSnapshot.battleType then
if battleSnapshot.currentVersion == Platform:getClientVersion() then
local snapshotTime = battleSnapshot.snapShotTime
if snapshotTime and Time:getDayOverTimeStamp(snapshotTime) >= Time:getDayOverTimeStamp() then
BIReport:postBatttleSnapshotOpen()
local params = {
content = I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_14),
okFunc = function()
LocalData:saveBattleSnapshot({})
ModuleManager.BattleManager:playBattle(battleSnapshot.battleType, battleSnapshot.parmas, nil, battleSnapshot)
end,
cancelFunc = function()
LocalData:saveBattleSnapshot({})
self:checkMainPop()
end,
boxType = GConst.MESSAGE_BOX_TYPE.MB_OK_CANCEL,
}
GFunc.showMessageBox(params)
return
end
end
end
end
if self.selectedIndex ~= GConst.MainCityConst.BOTTOM_PAGE.MAIN then
return
end
-- 检查是否升级
if DataManager.PlayerData:getIfCanLevelUp() then
ModuleManager.PlayerManager:levelUp()
return
end
-- 功能解锁
local showFuncList = ModuleManager.MaincityManager:getFuncOpenShowList()
if showFuncList and #showFuncList > 0 and not GFunc.isShenhe() then
ModuleManager.MaincityManager:showModuleUnlockUI(showFuncList)
EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.REFRESH_MAIN_CITY_BOTTOM)
return
end
-- 引导
if self:checkTutorial() then
return
end
-- 首充
if ModuleManager.ActivityPopManager:checkFirstRechargePop() then
return
end
-- 礼包
-- if self:checkGift() then
-- return
-- end
-- local actPopShowFlag = (not self.popSkipFlag) or DataManager.ActivityData:getTheDayFirstLogin()
-- if self.selectedInedx == GConst.MainCityConst.BOTTOM_PAGE.MAIN and not GFunc.isShenhe() then
-- if not DataManager.TutorialData:getIsInTutorial() and actPopShowFlag then
-- if ModuleManager.ActivityPopManager:checkActivityPop() then
-- return
-- end
-- end
-- end
end
-- 检查引导
function MainCityUI:checkTutorial(onlyCheck)
if (EDITOR_MODE or not Platform:getIsPublishChannel()) and LocalData:getTutorialSkip() > 0 then
return
end
if DataManager.ChapterData:getMaxChapterId() == 1 then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.PASS_ONE_CHAPTER, onlyCheck) then
return true
end
end
if not DataManager.TutorialData:getIsFuncTutorialFinished2(GConst.TutorialConst.TALENT_OPEN) and DataManager.TalentData:getIsOpen() then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.TALENT_OPEN, onlyCheck) then
return true
end
end
if DataManager.ChapterData:getMaxChapterId() == 2 then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.PASS_THREE_CHAPTER, onlyCheck) then
return true
end
end
if not DataManager.TutorialData:getIsFuncTutorialFinished2(GConst.TutorialConst.UNLOCK_SUMMON) and DataManager.SummonData:getIsOpen() then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_SUMMON, onlyCheck) then
return true
end
end
if not DataManager.TutorialData:getIsFuncTutorialFinished2(GConst.TutorialConst.DAILY_CHALLENGE_OPEN) and DataManager.DailyChallengeData:isOpen() then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.DAILY_CHALLENGE_OPEN, onlyCheck) then
return true
end
end
-- if DataManager.DungeonData:isOpenAnyone() then
-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_DUNGEON, onlyCheck) then
-- return true
-- end
-- end
if not DataManager.TutorialData:getIsFuncTutorialFinished2(GConst.TutorialConst.UNLOCK_ARENA) and DataManager.ArenaData:isOpen() then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_ARENA, onlyCheck) then
return true
end
end
end
-- 检查礼包(首充(作废)/入门/章节/新手/助力/成长/金币顺序)
function MainCityUI:checkGift()
local showType = BIReport.PAY_UI_SHOW_TYPE.TRIGGER_POP
if self.isFirstEnter then
showType = BIReport.PAY_UI_SHOW_TYPE.LOGIN_POP
end
-- 审核模式不弹礼包
if GFunc.isShenhe() then
return
end
-- 引导其间不处理
if DataManager.TutorialData:getIsHaveTutorial() then
return
end
-- 非主线章节界面不处理(只在主线章节也就是主界面弹)
if self.selectedIndex ~= GConst.MainCityConst.BOTTOM_PAGE.MAIN then
return
end
-- 章节礼包
local chapterPopUpGifts = DataManager.ShopData:getPopUpGiftByType(PayManager.PURCHARSE_TYPE.CHAPTER_GIFT)
-- 通用礼包
local summerGiftIds
local beginnerGiftIds
local levelUpGiftIds
local firstRechargeIds
local introductGiftIds
local actPopUpGifts = DataManager.ShopData:getPopUpGiftByType(PayManager.PURCHARSE_TYPE.ACT_GIFT)
if actPopUpGifts and #actPopUpGifts > 0 then
-- 先遍历找出符合弹出的类型
for _, actId in ipairs(actPopUpGifts) do
local cfgInfo = DataManager.ShopData:getActGiftConfig()[actId]
if cfgInfo then
-- 夏日活动礼包
if cfgInfo.type == PayManager.PURCHARSE_ACT_TYPE.ACT_SUMMER then
if not summerGiftIds then
summerGiftIds = {}
end
table.insert(summerGiftIds, actId)
end
-- 新手礼包
if cfgInfo.type == PayManager.PURCHARSE_ACT_TYPE.BEGINNER_GIFT then
if not beginnerGiftIds then
beginnerGiftIds = {}
end
table.insert(beginnerGiftIds, actId)
end
-- 助力礼包
if cfgInfo.type == PayManager.PURCHARSE_ACT_TYPE.LEVEL_UP_GIFT then
if not levelUpGiftIds then
levelUpGiftIds = {}
end
table.insert(levelUpGiftIds, actId)
end
-- 首充礼包
if cfgInfo.type == PayManager.PURCHARSE_ACT_TYPE.FIRST_RECHARGE then
if not firstRechargeIds then
firstRechargeIds = {}
end
table.insert(firstRechargeIds, actId)
end
-- 入门礼包
if cfgInfo.type == PayManager.PURCHARSE_ACT_TYPE.INTRODUCTORY_GIFT then
if not introductGiftIds then
introductGiftIds = {}
end
table.insert(introductGiftIds, actId)
end
end
end
end
-- 特殊的 成长礼包
local growUpPopUpGifts = DataManager.ShopData:getPopUpGiftByType(PayManager.PURCHARSE_TYPE.GROW_UP_GIFT_NEW)
-- 按顺序弹出(首充/章节/新手/助力/成长/金币顺序)
-- 首充礼包
-- if firstRechargeIds and #firstRechargeIds > 0 then
-- ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.ACT_GIFT, firstRechargeIds[1])
-- return true
-- end
-- 夏日礼包在最前
if summerGiftIds and #summerGiftIds > 0 then
ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.ACT_GIFT, summerGiftIds[1], showType)
return true
end
-- 入门礼包
if introductGiftIds and #introductGiftIds > 0 then
ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.ACT_GIFT, introductGiftIds[1], showType)
return true
end
---- 试玩弹窗在章节礼包前
local heroId, chapterId = DataManager.ChapterData:getCacheTrialHeroIdAndChapterId()
if heroId and chapterId then
ModuleManager.ChapterManager:showHeroTrialUI(heroId, chapterId)
return true
end
-- 章节礼包
if chapterPopUpGifts and #chapterPopUpGifts > 0 then
ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.CHAPTER_GIFT, chapterPopUpGifts[1], showType)
return true
end
-- 新手礼包
if beginnerGiftIds and #beginnerGiftIds > 0 then
ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.ACT_GIFT, beginnerGiftIds[1], showType)
return true
end
-- 助力礼包
if levelUpGiftIds and #levelUpGiftIds then
ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.ACT_GIFT, levelUpGiftIds[1], showType)
return true
end
-- 成长礼包
if growUpPopUpGifts and #growUpPopUpGifts > 0 then
ModuleManager.ShopManager:triggerGiftPopUI(PayManager.PURCHARSE_TYPE.GROW_UP_GIFT_NEW, growUpPopUpGifts[1], showType)
return true
end
end
function MainCityUI:getTaskIconPos()
return self.taskBtn:getPosition()
end
function MainCityUI:getMallIconPos()
return self.bottomBtnSpines[GConst.MainCityConst.BOTTOM_PAGE.SHOP]:getPosition()
end
function MainCityUI:getDailyChallengeIconPos()
return self.subComps[GConst.MainCityConst.BOTTOM_PAGE.MAIN]:getDailyChallengeBtnPosition()
end
function MainCityUI:getArenaIconPos()
return self.subComps[GConst.MainCityConst.BOTTOM_PAGE.MAIN]:getArenaBtnPosition()
end
function MainCityUI:getIdleIconPos()
return self.subComps[GConst.MainCityConst.BOTTOM_PAGE.MAIN]:getIdleBtnPosition()
end
function MainCityUI:getSummonIconPos()
return self.subComps[GConst.MainCityConst.BOTTOM_PAGE.MAIN]:getSummonBtnPosition()
end
function MainCityUI:getSideBarActIconPos(moduleKey)
if self.sideBarComp and self.selectedIndex == GConst.MainCityConst.BOTTOM_PAGE.MAIN then
return self.sideBarComp:getSideBarActIconPos(moduleKey)
end
end
function MainCityUI:getHeroComp()
return self.subComps[GConst.MainCityConst.BOTTOM_PAGE.HERO]
end
return MainCityUI