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- ReChargePreView = ReChargePreView or BaseClass(BaseView)
- local ReChargePreView = ReChargePreView
- --首充预告
- function ReChargePreView:__init(parent)
- self.base_file = "guide"
- self.layout_file = "ReChargePreView"
- self.layer_name = "UI"
- self.mainVo = RoleManager.Instance.mainRoleInfo
- self.destroy_imm = true
- self.hide_maincancas = false
- self.diff_time = 15
- self.close_mode = CloseMode.CloseVisible
- self.change_scene_close = true
-
- self.is_set_order_sorting = false
- -- self.use_local_view = true
-
- --回调方法
- self.load_callback = function()
- self:LoadSuccess()
- self:InitEvent()
- end
-
- self.open_callback = function()
- if self.is_pre_load then
- return
- end
- self:UpdateView()
- self.diff_time = 15
- self:StopTimer()
- self:StartTimer()
-
- -- self:AddUIEffect("ui_meirishouchong", self.goEffect, self.layer_name, nil, {x=1,y=1}, true,false,nil,nil)
- end
-
- self.close_callback = function()
- end
-
- self.destroy_callback = function()
- self:Clear()
- end
- end
-
- function ReChargePreView:Open(bool)
- self.is_pre_load = bool
- BaseView.Open(self)
- end
-
- function ReChargePreView:LoadSuccess()
-
- self.closeBtn,
- self.combatLabel,
- self.useBtn = self:GetChildGameObjects({
- "CloseBtn",
- "combatLabel",
- "UseBtn"
- })
-
- self.itemCon,
- self.goEffect,
- self.otherCon = self:GetChildTransforms({
- "itemCon",
- "effect",
- "otherItemCon",
- })
-
- self.roleCombat,
- self.otherCombat
- = GetChildTexts(self.transform,
- {
- "combatLabel",
- "otherCombat",
- })
-
- self.bg = self:GetChildImages({
- "Border",
- })
-
- local pos = ActivityIconManager.Instance:GetIconPos(7)
- if pos then
- self.transform.anchoredPosition = Vector2(pos.x--[[-190--]]+75, pos.y--[[-215--]]+445)
- end
-
- local config = OutSidePictureMgr.PreLoad.ReChargePreView_BG
- if config then
- lua_resM:setOutsideImageSprite(self, self.bg,GameResPath.GetImage(config.modele,config.res))
- end
- end
-
- function ReChargePreView:InitEvent()
- local function onClickHandler(target)
- if target == self.closeBtn then
- self:Close()
- elseif target == self.useBtn then
- RechargeActivityModel:getInstance():Fire(RechargeActivityModel.OPEN_FIRST_RECHARGE_VIEW)
- self:Close()
- end
- end
- AddClickEvent(self.useBtn,onClickHandler)
- AddClickEvent(self.closeBtn,onClickHandler)
- end
-
- function ReChargePreView:UpdateView( )
- local pos = ActivityIconManager.Instance:GetIconPos(7)
- if pos then
- self.transform.anchoredPosition = Vector2(pos.x--[[-190--]]+75, pos.y--[[-215--]]+445)
- end
- self:SetRoleModel()
- end
-
- function ReChargePreView:Clear( )
- self:ClearUIEffect(self.goEffect)
- self:StopTimer()
- end
-
- function ReChargePreView:StartTimer()
-
- local function onTimer()
- if self.diff_time < 1 then
- self:Close()
- else
- self.diff_time = self.diff_time - 1
- end
- end
- self.timer_id = GlobalTimerQuest:AddPeriodQuest(onTimer,1,-1)
- end
-
- function ReChargePreView:StopTimer()
- if self.timer_id then
- GlobalTimerQuest:CancelQuest(self.timer_id)
- self.timer_id = nil
- end
- end
-
- function ReChargePreView:SetRoleModel()
- -- local angel = 0
- -- local pos = Vector3(35,-110)
- -- local scale = 100
- -- local action = nil
- -- local res_id = 158001
- -- local data = {
- -- clothe_res_id = res_id,
- -- SceneBaseType.Horse,
- -- layer_name = self.layer_name,
- -- rotate = angel,
- -- can_rotate = true,
- -- scale = scale,
- -- position = pos,
- -- layout_file = self.layout_file
- -- }
- local cfg = Config.Rechargefirst["40@"..self.mainVo.career.."@1"] --直接拿第一个 因为只是显示模型而已 所以其他的也是相同的
- if cfg then
- local model_id, texture_id = self.mainVo:GetRoleClotheTextureId()
- local weapon_model_id, weapon_texture_id = self.mainVo:GetWeaponClotheId()
- local head_model_id, head_clothe_id = self.mainVo:GetRoleHeadId()
- local fashion_model_id, fashion_texture_id = self.mainVo:GetRoleClotheTextureId()
- local leftRes = ErlangParser:GetInstance():Parse(cfg.left_res)
-
- if TableSize(leftRes) > 0 then
- local pos_id, fashion_id, config
- for _, v in ipairs(leftRes) do
- pos_id = tonumber(v[1])
- fashion_id = tonumber(v[2])
- config = Config.Fashionmodel[pos_id .. "@" .. fashion_id .. "@" .. self.mainVo.career]
- if config then
- if pos_id == FashionPartPos.Clothe then
- fashion_model_id = config.model_id
- fashion_texture_id = config.color_id
- elseif pos_id == FashionPartPos.Weapon then
- weapon_model_id = config.model_id
- weapon_texture_id = config.color_id
- elseif pos_id == FashionPartPos.Head then
- head_model_id = config.model_id
- head_clothe_id = config.color_id
- end
- end
- end
- end
-
- local data = {
- career = self.mainVo.career,
- sex = self.mainVo.sex,
- clothe_res_id = self.mainVo:GetRoleClotheId(),
- weapon_res_id = weapon_model_id,
- weapon_clothe_id = weapon_texture_id,
- type = SceneBaseType.Role,
- layer_name = self.layer_name,
- scale = 150,
- position = Vector3(0,0,0),
- fashion_model_id = fashion_model_id,
- texture_id = fashion_texture_id,
- -- wing_id = data.wing_id,
- -- image_id = data.image_id,
- head_wear_id = head_model_id,
- head_clothe_id = head_clothe_id,
- layout_file = self.layout_file
- }
- -- lua_resM:SetRoleModel(self, self.itemCon, data)
-
- local rightRes = ErlangParser:GetInstance():Parse(cfg.right_res)
- if TableSize(rightRes) > 0 then
- -- local show_type = tonumber(rightRes[1] [1]) -- 1模型,2图片
- -- self.rightImgObj.gameObject:SetActive(show_type == 2)
- -- self.otherCon.gameObject:SetActive(show_type == 1)
- local godweapon_id = rightRes[1][2]
- local callBack = function()
- self.curr_Model = lua_resM:GetPartModel(self, self.otherCon)
- if self.curr_Model then
- local body_pvo = {} --Config.SceneObjectParticle.Body[tonumber(godweapon_id)]
- if body_pvo and body_pvo.always then
- for bone_name,particle_vo in pairs(body_pvo.always) do
- local bone = FindBone(self.curr_Model.transform, bone_name)
- if bone then
- local renders = bone:GetComponentsInChildren(typeof(UnityEngine.Renderer))
- if renders then
- for i = 0, renders.Length - 1 do
- local render = renders[i]
- render.sortingOrder = 600 + 1
- end
- end
- end
- end
- end
- end
- end
- local data = {
- clothe_res_id = tonumber(godweapon_id),
- type = SceneBaseType.Monster,
- layer_name = self.layer_name,
- scale = 150,
- position = Vector3(0,0,0),
- layout_file = self.layout_file,
- callBack = callBack,
- }
- lua_resM:SetRoleModel(self, self.otherCon, data)
- end
- end
- -- self.roleCombat.text = "战力+8888"
- -- self.otherCombat.text = "战力23000+"
- end
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