c1_lua/lua/app/ui/bounty/bounty_main_ui.lua
2023-05-16 18:17:05 +08:00

319 lines
11 KiB
Lua

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