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- GodActivityLimitView = GodActivityLimitView or BaseClass(BaseItem)
- local GodActivityLimitView = GodActivityLimitView
-
- -- GodActivityLimitView.Width = 200
- -- GodActivityLimitView.Height = 90
- local FILL_VALUE = {
- [1] = 0.21,
- [2] = 0.4,
- [3] = 0.58,
- [4] = 0.77,
- [5] = 1,
- }
-
- function GodActivityLimitView:__init(parent_wnd,prefab_asset,layer_name)
- self.base_file = "godActivity"
- self.layout_file = "GodActivityLimitView"
- self.layer_name = layer_name
- self.model = GodModel:getInstance()
-
- self.per_start = 0.085
- self.per_end = 0.915
- self.all_per = self.per_end - self.per_start
-
-
- self.full_screen = true
- self.ani_right = 400
- self.adjust_mid = {left = 257, right = 800}
- self:Load()
- self.model:Fire(GodConst.REQ_ACTIVITY_LIMIT_INFO)
- CustomActivityModel:getInstance():SetGoodsCanFly(false)
- end
-
- function GodActivityLimitView:Load_callback()
- self.nodes = {
- "icon_money_ten:img", "icon_money_one:img:obj",
- "lb_money_ten:tmp", "lb_money_one:tmp",
-
- "img_ad_des:img", "con_model",
- "lb_all_time:tmp", "model_click:obj",
- "img_per:img", "lb_per:tmp", "red_one:obj","red_bd:obj",
- "btn_tip:obj", "btn_one:obj", "btn_ten:obj", "btn_one/lb_btn_one:tmp", "btn_ten/lb_btn_ten:tmp",
-
- "con_extra_item", "scroll_1",
- "scroll_1/Viewport/Content_1",
- "bg_1:raw","bg_2:raw","bg_3:raw","bg_4:raw","click_mask:obj",
- "con_item_5", "con_item_2", "con_item_4", "con_item_3", "con_item_1",
- -- "btn_reward_detail:obj",
-
- "di_bg:raw", "bg:raw", "fill_img:img",
- "btn_see_more:obj",
- "lb_ac_time:tmp",
- "free_label:tmp",
- }
- self:GetChildren(self.nodes)
- self:AddEvents()
- SetAnchoredPosition(self.con_model, -65 - 30, 41 + 15)
- self.lb_btn_one_tmp.text = "单次召唤"
- self.lb_btn_ten_tmp.text = "十回召唤"
- self:UpdateView()
- self:SetPoolReward()
- -- lua_resM:setOutsideRawImage(self,self.bg_1_raw,"/client/assets/icon/god/bg/god_draw_bg_5.png")
- -- lua_resM:setOutsideRawImage(self,self.bg_2_raw,"/client/assets/icon/god/bg/god_draw_bg_6.png")
- -- lua_resM:setOutsideRawImage(self,self.bg_3_raw,"/client/assets/icon/god/bg/god_draw_bg_7.png")
- -- lua_resM:setOutsideRawImage(self,self.bg_4_raw,"/client/assets/icon/god/bg/god_draw_bg_8.png")
- lua_resM:setOutsideRawImage(self,self.bg_raw, GameResPath.GetGodBg( "god_ac_bg" ) )
- lua_resM:setOutsideRawImage(self,self.di_bg_raw, GameResPath.GetGodBg( "god_ac_bg2" ) )
-
- end
-
- function GodActivityLimitView:RefreshRed( )
- if self.is_loaded then
- --宠物生活技能 每日免费抽奖一次
- local left_free_draw_times = self.model:GetGodLeftFreeDrawTimes()
- local free_red = left_free_draw_times > 0
-
- local num = GoodsModel:getInstance():GetTypeGoodsNum(self.model.acitvity_cost_id)
- self.red_one_obj:SetActive(num > 0 or free_red)
- end
- end
-
- function GodActivityLimitView:AddEvents( )
- local function call_back( target )
- if target == self.btn_tip_obj then
- EventSystem.Fire(GlobalEventSystem,EventName.OPEN_INSTRUCTION_VIEW, 173 .. "@" .. 91)
- elseif target == self.btn_one_obj then
- self:StartGo(1)
- elseif target == self.btn_ten_obj then
- self:StartGo(10)
- elseif target == self.model_click_obj then
- local base_data = self.model:GetActivityLimitInfo()
- if not base_data then return end
- local conf = self.model:GetLimitConfByPhase(base_data.phase)
- if not conf then return end
- GodModel:getInstance():Fire(GodConst.OPEN_GOD_INFO_VIEW,tonumber(conf.god_id))
- elseif target == self.btn_reward_detail_obj then
- local show_list = {}
- local lv = RoleManager.Instance.mainRoleInfo.level
- for k,v in pairs(Config.Godlimitpool) do
- if (v.phase == base_data.phase or v.phase == 0) and v.need_lv <= lv then
- local temp = stringtotable(v.awards)[1]
- temp[4] = v.is_show
- table.insert( show_list, temp )
- end
- end
- local function sort_call( a,b )
- return a[4] < b[4]
- end
- table.sort( show_list, sort_call )
- elseif target == self.btn_see_more_obj then
- self.model:Fire(GodConst.OPEN_PREVIEW_VIEW, true)
- end
- end
- AddClickEvent(self.btn_tip_obj,call_back,false)
- AddClickEvent(self.btn_one_obj,call_back,false)
- AddClickEvent(self.btn_ten_obj,call_back,false)
- AddClickEvent(self.model_click_obj,call_back,false)
- AddClickEvent(self.btn_reward_detail_obj,call_back,false)
- AddClickEvent(self.btn_see_more_obj,call_back,false)
-
- local function ANS_ACTIVITY_LIMIT_INFO( )
- self:UpdateView()
- end
- self:BindEvent(self.model, GodConst.ANS_ACTIVITY_LIMIT_INFO, ANS_ACTIVITY_LIMIT_INFO)
-
- local function on_update_red_dot( )
- self:RefreshRed()
- self:RefreshMoney()
- end
- self:BindEvent(self.model, GodConst.UpdateRedDot, on_update_red_dot)
-
- local function ANS_ACTIVITY_PLAY( pool_type, draw_type, result_data )
- --抽奖完成,显示抽奖特效
- if pool_type == GodConst.ActivityType.Limit then
- self:ShowDrawEffect(pool_type, draw_type, result_data)
- self.click_mask_obj:SetActive(true)
- end
- end
- self:BindEvent(self.model, GodConst.ANS_ACTIVITY_PLAY, ANS_ACTIVITY_PLAY)
- end
-
- function GodActivityLimitView:SetPoolReward( )
- if not self.is_loaded then return end
- local base_data = self.model:GetActivityLimitInfo()
- if not base_data then return end
-
- -------------------------
- local show_list = {}
- local lv = RoleManager.Instance.mainRoleInfo.level
- for k,v in pairs(Config.Godlimitpool) do
- if (v.phase == base_data.phase or v.phase == 0) and v.need_lv <= lv and v.is_show ~= 0 then
- local temp = stringtotable(v.awards)[1]
- temp[4] = v.is_show
- table.insert( show_list, temp )
- end
- end
- local function sort_call( a,b )
- return a[4] < b[4]
- end
- table.sort( show_list, sort_call )
- self.award_item_con_1 = self.award_item_con_1 or self:AddUIComponent(UI.ItemListCreator)
- local item_data_list = {
- data_list = show_list,
- item_con = self.Content_1,
- scroll_view = self.scroll_1,
- obj_pool_type = UIObjPool.UIType.AwardItem,
- item_width = 78,
- item_height = 78,
- start_x = 10,
- start_y = -10,
- space_x = 10,
- space_y = 10,
- create_frequency = 0.01,
- alignment = UnityEngine.TextAnchor.UpperLeft,
- on_update_item = function(item, i, v)
- item:IsNeedShowSeries(true)
- item:SetDataWithMapId(v[2], 0, v[1])
- item:SetItemSize(78, 78)
- end,
- }
- self.award_item_con_1:UpdateItems(item_data_list)
- end
-
- function GodActivityLimitView:StartGo( use_type )
- local conf_tag = use_type == 1 and "lottery_single" or "lottery_ten"
- local have_num = GoodsModel:getInstance():GetTypeGoodsNum(self.model.acitvity_cost_id)
- local one_cost_conf = Config.Godkv[conf_tag].value_content
- local need_num = stringtotable(one_cost_conf)[1][3]
-
- --宠物生活技能
- local left_free_draw_times = self.model:GetGodLeftFreeDrawTimes()
- if left_free_draw_times > 0 and use_type == 1 then
- self.model:Fire(GodConst.REQ_ACTIVITY_PLAY, use_type == 1 and 1 or 2,0)
- return
- end
-
- if have_num >= need_num then
- self.model:Fire(GodConst.REQ_ACTIVITY_PLAY, use_type == 1 and 1 or 2,0)
- else
- local function yes_call( )
- self.model:Fire(GodConst.REQ_ACTIVITY_PLAY, use_type == 1 and 1 or 2,1)
- end
- local price = GoodsModel:getInstance():GetGoodsPrice(self.model.acitvity_cost_id)
- local need_cost = price * (need_num - have_num)
- local have_money = RoleManager.Instance.mainRoleInfo:GetRealJin()
- local good_name = GoodsModel:getInstance():getGoodsName(self.model.acitvity_cost_id,true)
- local content = string.format( "<color=#fdffc2>%s</color> 购买 %sx%s 召唤 %s 次神座", need_cost,good_name,need_num - have_num,use_type )
- if self.model.isAutoBuyActivityLimit then
- yes_call()
- else
- local function toggle_function( flag )
- self.model.isAutoBuyActivityLimit = flag
- end
- --需要显示购买提示界面
- local data = {
- titleText = "温馨提示",
- nameText = "",
- price = need_cost,
- okText = "确定",
- gold_res = "ui_momey_icon_1",--货币类型
- priceText = content,
- ok_callback = yes_call,
- toggle_function = toggle_function,
- nameText = "是否花费",
- insufficientText = "",
- }
- GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, data)
- end
- end
- end
-
- function GodActivityLimitView:UpdateView( )
- local function call_backack( )
- if self._use_delete_method then return end
- self:UpdateCountAward()
- self:UpdateBlessAwardList()
- self:RefreshModel()
- self:RefreshMoney()
- self:RefreshRed()
- end
- TimeManager.GetInstance():StartTime("GodActivityLimitView_CheckRedDot", 0.2, call_backack)
- self:UpdateTime( )
- end
-
- function GodActivityLimitView:RefreshMoney( )
- local one_cost_conf = Config.Godkv["lottery_single"].value_content
- local ten_cost_conf = Config.Godkv["lottery_ten"].value_content
- one_cost_conf = stringtotable(one_cost_conf)[1]
- ten_cost_conf = stringtotable(ten_cost_conf)[1]
- local goods_id = one_cost_conf[2]
- local goods_num = GoodsModel:getInstance():GetTypeGoodsNum( goods_id )
- -- if goods_num > 0 then
- local goods_icon = GoodsModel:getInstance():GetGoodsBasicByTypeId( goods_id ).goods_icon
- lua_resM:setOutsideImageSprite(self,self.icon_money_ten_img,GameResPath.GetGoodsIcon(goods_icon),false)
- lua_resM:setOutsideImageSprite(self,self.icon_money_one_img,GameResPath.GetGoodsIcon(goods_icon),false)
- self.lb_money_one_tmp.text = "x" .. one_cost_conf[3]
- self.lb_money_ten_tmp.text = "x" .. ten_cost_conf[3]
- -- else
- -- local price = GoodsModel:getInstance():GetGoodsPrice(goods_id)
- -- local goods_icon = GoodsModel:getInstance():GetGoodsBasicByTypeId( 100000 ).goods_icon
- -- lua_resM:setOutsideImageSprite(self,self.icon_money_rest_img,GameResPath.GetGoodsIcon(goods_icon),true)
- -- lua_resM:setOutsideImageSprite(self,self.icon_money_ten_img,GameResPath.GetGoodsIcon(goods_icon),true)
- -- lua_resM:setOutsideImageSprite(self,self.icon_money_one_img,GameResPath.GetGoodsIcon(goods_icon),true)
- -- self.lb_money_ten_tmp.text = price * one_cost_conf[3]
- -- self.lb_money_one_tmp.text = price * ten_cost_conf[3]
- -- self.lb_money_rest_tmp.text = WordManager:ConvertNum(RoleManager.Instance.mainRoleInfo.jin)
- -- end
-
- --宠物生活技能 每日免费抽奖一次
- local left_free_draw_times = self.model:GetGodLeftFreeDrawTimes()
- if left_free_draw_times > 0 then
- self.icon_money_one_obj:SetActive(false)
- self.lb_money_one_tmp.text = ""
- self.free_label_tmp.text = "本次免费"
- else
- self.icon_money_one_obj:SetActive(true)
- self.free_label_tmp.text = ""
- end
- end
-
- function GodActivityLimitView:RefreshModel( force )
- if force then self.model_show_id = false end
- if not self.is_loaded then return end
- local base_data = self.model:GetActivityLimitInfo()
- if not base_data then return end
- local conf = self.model:GetLimitConfByPhase(base_data.phase)
- if not conf then return end
-
- local res_id = self.model:GetGodShowModelResID(conf.god_id)
- if res_id ~= self.model_show_id then
- local res_data = {
- father_node = self,
- transform = self.con_model,
- fashion_type = FuncOpenModel.TypeId.God,
- raycast_size = Vector2(0,0),
- figure_id = res_id,
- position = Vector3(0,-300,-500),
- size = Vector2(720,720),
- scale = 135,
- layer_name = self.layer_name,
- ui_model_type = UIModelCommon.ModelType.Model,
- }
- FuncOpenModel:getInstance():SetModelRes(res_data)
- self.model_show_id = res_id
- end
- -------------------------
- lua_resM:setOutsideImageSprite(self,self.img_ad_des_img, "/client/assets/icon/godActivity/godActivity_ad_"..conf.god_id..".png" ,true)
- end
-
- --保底奖励
- function GodActivityLimitView:UpdateCountAward( )
- if not self.is_loaded then return end
- local base_data = self.model:GetActivityLimitInfo()
- if not base_data then return end
- local conf = self.model:GetLimitConfByPhase(base_data.phase)
- if not conf then return end
- local count_award = stringtotable(conf.count_award)
-
- local last_get = 0
- for k,v in pairs(base_data.counts_award) do
- last_get = last_get < v.award_id and v.award_id or last_get
- end
-
- local show_info = false--当前需要展示的数据
- for i,v in ipairs(count_award) do
- if v[1] > last_get then
- show_info = v
- break
- end
- end
- if not show_info then return end
- self.award_count = self.award_count or UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem,self.con_extra_item)
- self.award_count:SetItemSize(78,78)
- self.award_count:SetPosition(0,1.5)
- self.award_count:SetDataWithMapId(show_info[3][1][2], show_info[3][1][3], show_info[3][1][1])
- local function call_back( )
- self.model:Fire(GodConst.REQ_ACTIVITY_GET_MIN_AWARD, tonumber(show_info[1]))
- end
- self.award_count:SetCallBack(call_back)
- -------------------------
- self.lb_per_tmp.text = base_data.counts .. "/" .. show_info[2]
- local per = base_data.counts/show_info[2]
- per = per > 1 and 1 or per
- self.red_bd_obj:SetActive(per == 1)
- -------------------------
- --进度条不完整,要特殊算
- per = per * self.all_per + self.per_start
- self.img_per_img.fillAmount = per
- end
-
- --累计奖励
- function GodActivityLimitView:UpdateBlessAwardList( )
- if not self.is_loaded then return end
- local base_data = self.model:GetActivityLimitInfo()
- if not base_data then return end
- local conf = self.model:GetLimitConfByPhase(base_data.phase)
- if not conf then return end
- -------------------------
- local blessing_award = stringtotable(conf.blessing_award)--累计奖励
-
- -------------------------
- self.list_item = self.list_item or {}
- self.fill_img_img.fillAmount = 0
- local function status_callback( index, is_match )
- if is_match then
- local new_value = FILL_VALUE[index]
- if new_value > self.fill_img_img.fillAmount then
- self.fill_img_img.fillAmount = new_value
- end
- end
- end
- for i,v in ipairs(blessing_award) do
- self.list_item[i] = self.list_item[i] or self:CreateItem(GodActivityRewardItem, self["con_item_" .. i], self.layer_name,"GodActivityRewardTwoItem")
- self.list_item[i]:SetData("limit",v, status_callback, i)
- end
- self.lb_all_time_tmp.text = string.format("累计次数:<color=#04bd27>%d</color>",base_data.blessing)
- end
-
- function GodActivityLimitView:SetData( data )
- self.data = data
- if self.is_loaded then
- self.need_refreshData = false
- self:UpdateView()
- else
- self.need_refreshData = true
- end
- end
-
- function GodActivityLimitView:ShowDrawEffect( pool_type, draw_type, result_data )
- if not self.is_loaded then return end
- self.delay_show_reward = function()
- if self.delay_result_id then
- GlobalTimerQuest:CancelQuest(self.delay_result_id)
- self.delay_result_id = nil
- end
- self.model:Fire(GodConst.OPEN_ACTIVITY_RESULT_VIEW, result_data )
- self.model.draw_ing = false
- if self._use_delete_method then return end
- self.click_mask_obj:SetActive(false)
- end
- self.model.draw_ing = true
- -- self.delay_result_id = setTimeout(self.delay_show_reward,3.5)
-
- local data = {
- name = "ui_shenzuochoujiang",
- scale = 1.5,
- pos = co.TempVector2(80, 50),
- time = 1,
- end_func = self.delay_show_reward,
- }
- self.model:Fire(GodConst.OPEN_ACTIVITY_EFFECT_VIEW,data)
- end
-
- -- 刷新活动持续日期
- function GodActivityLimitView:UpdateTime( )
- if not self.is_loaded then return end
- local base_data = self.model:GetActivityLimitInfo()
- if not base_data then return end
-
- local stime_str = TimeUtil:timeConversion(base_data.begin_time, "yyyy.mm.dd")
- local etime_str = TimeUtil:timeConversion(base_data.end_time, "yyyy.mm.dd")
- self.lb_ac_time_tmp.text = stime_str .. "~" .. etime_str
- end
-
-
- function GodActivityLimitView:__delete( )
- self.model.draw_ing = false
- CustomActivityModel:getInstance():SetGoodsCanFly(true)
- if self.delay_result_id then
- GlobalTimerQuest:CancelQuest(self.delay_result_id)
- self.delay_result_id = nil
- -------------------------
- if self.delay_show_reward then
- local function delay( )
- self.delay_show_reward()
- end
- setTimeout(delay,0.2)
- end
- end
- end
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