c1_lua/lua/app/ui/dungeon/item_get_ui.lua
2023-08-28 15:25:38 +08:00

163 lines
5.9 KiB
Lua

local ItemGetUI = class("ItemGetUI", BaseUI)
local COMMON_MAIN_POSY = 0
local COMMON_CLOSE_POSY = 280
local GIFT_MAIN_POSY = 220
local GIFT_CLOSE_POSY = 140
function ItemGetUI:isFullScreen()
return false
end
function ItemGetUI:getPrefabPath()
return "assets/prefabs/ui/dungeon/item_get_ui.prefab"
end
function ItemGetUI:onPressBackspace()
self:closeUI()
end
function ItemGetUI:onClose()
if self.giftCountdownSid then
self.txCountdown:unscheduleGlobal(self.giftCountdownSid)
end
end
function ItemGetUI:ctor(parmas)
self.equipEntity = DataManager.EquipData:getEquip(parmas.heroId, parmas.part)
self.targetId = parmas.id
self.targetNum = parmas.value
end
function ItemGetUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.btnClose = uiMap["item_get_ui.content.btn_close"]
-- 主界面
self.panelMain = uiMap["item_get_ui.panel_main"]
self.txTitle = uiMap["item_get_ui.content.title.tx_title"]
self.rewardCell = uiMap["item_get_ui.content.reward_cell"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
self.txDesc = uiMap["item_get_ui.content.tx_desc"]
self.txGet = uiMap["item_get_ui.content.tx_get"]
self.scrollRectComp = uiMap["item_get_ui.content.scroll_view"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
-- 礼包界面
self.panelGift = uiMap["item_get_ui.panel_gift"]
self.txGiftTitle = uiMap["item_get_ui.panel_gift.tx_title"]
self.txCountdown = uiMap["item_get_ui.panel_gift.time_node.tx_countdown"]
self.btnBuy = uiMap["item_get_ui.panel_gift.buy_btn"]
self.txBuy = uiMap["item_get_ui.panel_gift.buy_btn.tx_buy"]
self.rewardNodeLayout = uiMap["item_get_ui.panel_gift.item_node"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_HORIZONTAL_OR_VERTICAL_LAYOUT)
self.rewardCellList = {}
for i = 1, 4 do
table.insert(self.rewardCellList, CellManager:addCellComp(uiMap["item_get_ui.panel_gift.item_node.pop_reward_cell_" .. i], GConst.TYPEOF_LUA_CLASS.POP_REWARD_CELL))
end
self.scrollRectComp:addInitCallback(function()
return "app/ui/dungeon/cell/dungeon_target_cell"
end)
self.scrollRectComp:addRefreshCallback(function(index, cell)
cell:refresh(self.targetId, self.targetNum, self.wayType, self.wayList[index])
end)
self.btnBuy:addClickListener(function()
if self.giftId then
PayManager:purchasePackage(self.giftId, PayManager.PURCHARSE_TYPE.ACT_GIFT)
end
end)
self.btnClose:addClickListener(function()
self:closeUI()
end)
self:addEventListener(EventManager.CUSTOM_EVENT.GO_DUNGEON_UI, function()
self:closeUI()
end)
self:bind(DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_WEAPON), "isDirty", function()
self:onRefresh()
end)
self:bind(DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR), "isDirty", function()
self:onRefresh()
end)
self:bind(DataManager.EquipData, "isDirty", function()
self:onRefresh()
end)
end
function ItemGetUI:onRefresh()
self.txTitle:setText(I18N:getText("item", self.targetId, "name"))
self.txDesc:setText(I18N:getText("item", self.targetId, "desc"))
self.txGet:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_23))
self.rewardCell:refreshItemById(self.targetId)
local itemCfg = ConfigManager:getConfig("item")[self.targetId]
if itemCfg == nil or itemCfg.get_way_type == nil or itemCfg.get_way == nil or #itemCfg.get_way == 0 then
self:closeUI()
return
end
self.wayType = itemCfg.get_way_type
local weaponData
if self.wayType == GConst.DungeonConst.TYPE.WEAPON then
weaponData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_WEAPON)
elseif self.wayType == GConst.DungeonConst.TYPE.ARMOR then
weaponData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
end
local farm = {}
local unlock = {}
local lock = {}
for index, id in ipairs(itemCfg.get_way) do
if weaponData:canFarmChapter(id) and weaponData:getRemianFarmCount(id) > 0 then
table.insert(farm, id)
elseif weaponData:canFightChapter(id) then
table.insert(unlock, id)
else
table.insert(lock, id)
end
end
unlock = table.addArray(farm, unlock)
self.wayList = table.addArray(unlock, lock)
self.scrollRectComp:clearCells()
self.scrollRectComp:refillCells(#self.wayList)
self:checkShowPanelGift()
end
-- 展示礼包界面
function ItemGetUI:checkShowPanelGift()
self.panelGift:setActive(false)
self.panelMain:setAnchoredPositionY(COMMON_MAIN_POSY)
self.btnClose:setAnchoredPositionY(COMMON_CLOSE_POSY)
self.giftId = DataManager.EquipData:getCanShowGiftId(self.equipEntity:getHeroId(), self.equipEntity:getPart())
if self.giftId == nil then
return
end
self.panelGift:setActive(true)
self.panelMain:setAnchoredPositionY(GIFT_MAIN_POSY)
self.btnClose:setAnchoredPositionY(GIFT_CLOSE_POSY)
local gift = DataManager.ShopData:getActGiftConfig()[self.giftId]
self.txBuy:setText(GFunc.getFormatPrice(gift.recharge_id))
self.txGiftTitle:setText(DataManager.EquipData:getGiftTitle(self.giftId))
for i, cell in ipairs(self.rewardCellList) do
if gift.reward[i] then
cell:setVisible(true, 0.8)
cell:refresh(gift.reward[i].id, gift.reward[i].num, true)
else
cell:setVisible(false, 0.8)
end
end
self.rewardNodeLayout:RefreshLayout()
-- 倒计时
if self.giftCountdownSid then
self.txCountdown:unscheduleGlobal(self.giftCountdownSid)
end
self.txCountdown:setText(GFunc.getTimeStrWithHMS2(DataManager.EquipData:getGiftRemainTime(self.giftId)))
self.giftCountdownSid = self.txCountdown:scheduleGlobal(function()
self.txCountdown:setText(GFunc.getTimeStrWithHMS2(DataManager.EquipData:getGiftRemainTime(self.giftId)))
end, 1)
end
return ItemGetUI