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- GuildEventBossView = GuildEventBossView or BaseClass(BaseItem)
- local GuildEventBossView = GuildEventBossView
-
- function GuildEventBossView:__init(parent_wnd,prefab_asset,layer_name)
- self.base_file = "guild"
- self.layout_file = "GuildEventBossView"
- self.parent_wnd = parent_wnd
- self.layer_name = layer_name
- self.evt_key = nil -- 活动红点键值
- self.guild_boss_type = nil -- 社团boss类型
- self.sub_rank_item = nil
- self.tab_index = 1 -- 页签index 1社团排行,2输出排行
- self.rank_type = false -- 当前查看排行榜的类型
- self.has_loaded_boss = false -- 是否已经创建过boss模型
- self.model = GuildModel:getInstance()
- self:Load()
- end
-
- function GuildEventBossView:Load_callback()
- self.nodes = {
- -- 背景 boss模型容器 红点
- "bg:raw", "enter_btn/reddot:obj", "title_des_ad:img",
- -- tab按钮
- "selected_tab:img", "tab_1:obj:tmp", "tab_2:obj:tmp",
- -- 排行容器
- "rank_scroll:obj", "rank_scroll/Viewport/rank_con", "rank_subbg:obj",
- -- 活动奖励容器
- "reward_scroll", "reward_scroll/Viewport/reward_con",
- -- 入口按钮
- "enter_btn:obj",
- -- 其余文本信息
- "event_time:tmp", "event_desc:tmp", "no_rank:tmp",
- "help_btn:obj",
- }
- self:GetChildren(self.nodes)
- lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("guild_event_nightboss_bg"), false)
- lua_resM:setOutsideImageSprite(self,self.title_des_ad_img,GameResPath.GetGuildImage("guild_event_boss_ad_pointfilter"))
- self.event_desc_tmp.text = "参与社团Boss不仅可获得<color=#fdffc2>个人奖励</color>,还能通过社团拍卖享有<color=#fdffc2>交易券</color>分红~"
-
- self:AddEvents()
- if self.need_refresh_data then
- self:UpdateEventTime()
- self:UpdateView()
- end
- end
-
- -- 这里只传入活动日历中的活动时间相关数据,活动协议内容界面自己获取
- function GuildEventBossView:SetEventAcData( evt_ac_data )
- self.evt_ac_data = evt_ac_data
- self.evt_key = self.evt_ac_data.module_id .. "@" .. self.evt_ac_data.ac_sub
- self.guild_boss_type = tonumber(self.evt_ac_data.module_id .. self.evt_ac_data.ac_sub)
- if self.is_loaded then
- self.need_refresh_data = false
- self:UpdateEventTime()
- self:UpdateView()
- else
- self.need_refresh_data = true
- end
- end
- -- 设置活动的开始时间
- function GuildEventBossView:UpdateEventTime( )
- self.event_time_tmp.text = self.model:GetGuildEventOpenTime(self.evt_ac_data.module_id, self.evt_ac_data.module_sub,self.evt_ac_data.ac_sub)
- end
- -- 设置界面红点
- function GuildEventBossView:UpdateNightBossRed( )
- if self.evt_key then
- -- self.reddot_obj:SetActive(self.model:GetGuildEventTabRed(self.evt_key))
- -- 2021.3.23 优化需求:社团活动页签不再给红点
- self.reddot_obj:SetActive(false)
- end
- end
-
- function GuildEventBossView:AddEvents( )
- local function click_event(target)
- if target == self.tab_1_obj then
- self:ChangeTab(1)
- elseif target == self.tab_2_obj then
- self:ChangeTab(2)
- elseif target == self.enter_btn_obj then -- 参与活动
- self.model:Fire(GuildModel.ENTER_GUILD_BASE)
- elseif target == self.help_btn_obj then
- EventSystem.Fire(GlobalEventSystem,EventName.OPEN_INSTRUCTION_VIEW, 40602)
- end
- end
- AddClickEvent(self.tab_1_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
- AddClickEvent(self.tab_2_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
- AddClickEvent(self.enter_btn_obj, click_event)
- AddClickEvent(self.help_btn_obj,click_event, LuaSoundManager.SOUND_UI.NONE)
-
- local function update_rank_data(type)
- if self.rank_type == type then
- self:UpdateRankItem()
- end
- end
- self:BindEvent(self.model, GuildModel.UPDATE_GUILD_BOSS_RANK, update_rank_data)
-
- local function update_personal_rank_data(type)
- if self.rank_type == type then
- self:UpdatePersonalRankData()
- end
- end
- self:BindEvent(self.model, GuildModel.UPDATE_GUILD_BOSS_PERSONAL_RANK, update_personal_rank_data)
-
- local function update_nightboss_red(type)
- if type == Config.ConfigGuild.TabId.Event then
- self:UpdateNightBossRed()
- end
- end
- self:BindEvent(self.model, GuildModel.UPDATE_RED_DOT_BY_TYPE, update_nightboss_red)
- end
-
- function GuildEventBossView:UpdateView( )
- self:ChangeTab(self.tab_index)
- self:UpdateRewardItem()
- self:UpdateNightBossRed()
- self:CreateBossModel()
- end
-
- -- 打开界面后要重新加载一次boss形象
- function GuildEventBossView:SetVisible(state)
- if state then
- self:CreateBossModel(true)
- end
- BaseItem.SetVisible(self, state)
- end
-
- function GuildEventBossView:ChangeTab(index)
- self.tab_index = index
- self.rank_type = self.tab_index == 2 and GuildBossRankType.Personal or GuildBossRankType.Guild
- -- 请求两个榜单,请求后后端会根据类型推送40604
- if self.rank_type == GuildBossRankType.Guild then
- self.model:Fire(GuildModel.REQUEST_CCMD_EVENT, 40603, self.evt_ac_data.ac_sub)
- elseif self.rank_type == GuildBossRankType.Personal then
- self.model:Fire(GuildModel.REQUEST_CCMD_EVENT, 40602, self.evt_ac_data.ac_sub)
- end
- local color_selected, color_unselected = ColorUtil:ConvertHexToRGBColor("ffffff"), ColorUtil:ConvertHexToRGBColor("9eb3cf")
- self.tab_1_tmp.color = index == 1 and color_selected or color_unselected
- self.tab_2_tmp.color = index == 2 and color_selected or color_unselected
- SetTMPSharedMaterial(self.tab_1_tmp, index == 1 and ShaderTools.TMPSharedMaterialType.HKYTW7OutlineBrightBlueTitle or ShaderTools.TMPSharedMaterialType.HKYTW7FFDefault)
- SetTMPSharedMaterial(self.tab_2_tmp, index == 2 and ShaderTools.TMPSharedMaterialType.HKYTW7OutlineBrightBlueTitle or ShaderTools.TMPSharedMaterialType.HKYTW7FFDefault)
- self.selected_tab.anchoredPosition = self["tab_"..index].anchoredPosition
-
- self:UpdateRankItem()
- self:UpdatePersonalRankData()
- end
-
- function GuildEventBossView:UpdateRankItem( )
- local data = self.model:GetGuildBossRank(self.guild_boss_type, self.rank_type)
- self.rank_item_creator = self.rank_item_creator or self:AddUIComponent(UI.ItemListCreator)
- local info = {
- data_list = data,
- scroll_view = self.rank_scroll,
- item_con = self.rank_con,
- item_class = GuildEventBossRankItem,
- item_height = 30,
- start_y = -1,
- space_y = 0,
- create_frequency = 0.01,
- alignment = UnityEngine.TextAnchor.UpperLeft,
- on_update_item = function(item, i, v)
- item:SetData(v, true)
- end,
- }
- self.rank_item_creator:UpdateItems(info)
- self.no_rank_tmp.text = TableSize(data) == 0 and "暂无排名" or ""
- end
-
- function GuildEventBossView:UpdatePersonalRankData( )
- -- 更新额外的排行信息
- local all_data = self.model:GetGuildBossRank(self.guild_boss_type, self.rank_type)
- local sub_data = self.model:GetGuildBossPersonalRank(self.guild_boss_type, self.rank_type)
- self.rank_subbg_obj:SetActive(sub_data and #all_data~=0 and true or false)
- if not self.sub_rank_item then
- self.sub_rank_item = GuildEventBossRankItem.New(self.rank_subbg)
- end
- local mainVo = RoleManager.Instance.mainRoleInfo
- local data = {
- rank = sub_data and sub_data.rank or false,
- name = self.rank_type == GuildBossRankType.Personal and mainVo.name or mainVo.guild_name,
- hurt = sub_data and sub_data.hp or 0,
- }
- self.sub_rank_item:SetData(data, false,true)
- self.sub_rank_item:SetAnchoredPosition(0, 5)
- end
-
- function GuildEventBossView:UpdateRewardItem( )
- local reward_data = DailyModel:getInstance():GetRewardList(self.evt_ac_data.module_id, self.evt_ac_data.module_sub, self.evt_ac_data.ac_sub)
- self.reward_item_creator = self.reward_item_creator or self:AddUIComponent(UI.ItemListCreator)
- local info = {
- data_list = reward_data,
- item_con = self.reward_con,
- scroll_view = self.reward_scroll,
- obj_pool_type = UIObjPool.UIType.AwardItem,
- item_width = 78,
- start_x = 5,
- start_y = -6,
- space_x = 9,
- create_frequency = 0.01,
- alignment = UnityEngine.TextAnchor.UpperLeft,
- on_update_item = function(item, i, v)
- local goods_Id, lock = GoodsModel:getInstance():GetMappingTypeId(v[1], v[2])
- local goodVo = GoodsModel:getInstance():GetGoodsBasicByTypeId(goods_Id)
- if goodVo then
- item:SetData(goodVo.type_id, v.count , goodVo.color, nil, lock)
- end
- end,
- }
- self.reward_item_creator:UpdateItems(info)
- end
-
- -- 创建boss模型
- function GuildEventBossView:CreateBossModel(force)
- local evt_data = self.model:GetGuildEventByType(self.guild_boss_type)
- local boss_id = evt_data and evt_data.mon ~= 0 and evt_data.mon or GuildModel.GuildBossId
- local mon_data = ConfigItemMgr.Instance:GetMonsterDataItem(tonumber(boss_id))
- if not self.is_loaded then return end
- if mon_data then
- if not self.has_loaded_boss or force then
- --Boss形象
- --BOSS展示的时候的第一次播放的动作
- local aciton_list = {"casual","idle", idle_name="idle",loopList=false}
- -------------------------
- -- local data = {
- -- clothe_res_id = mon_data.icon,
- -- weapon_res_id = mon_data.weapon_id,
- -- type = SceneBaseType.Monster,
- -- action_name_list = aciton_list,
- -- layer_name = self.layer_name,
- -- can_rotate = true,
- -- scale = mon_data.icon_scale*30,
- -- rotate = Vector3(0,180,0),
- -- layout_file = self.layout_file,
- -- -- size = Vector2(266,410),
- -- position = Vector3(0, 230, 0),
- -- size = Vector2(1200,720),
- -- raycast_size = Vector2(456,432),
- -- show_shadow = true,
- -- }
- -- lua_resM:SetRoleModelByRT(self, self.boss_con, data)
-
- -- local res_data = {
- -- father_node = self,
- -- transform = self.boss_con,
- -- fashion_type = FuncOpenModel.TypeId.Monster,
- -- figure_id = tonumber(boss_id),
- -- action_name_list = aciton_list,
- -- position = Vector3(0, 230, 0),
- -- rotate = Vector3(0,180,0),
- -- }
- -- FuncOpenModel:getInstance():SetModelRes(res_data)
- local role_vo = RoleManager.Instance.mainRoleInfo
- -- self.boss_name_tmp.text = string.format("%s <size=24>Lv.%s</size>", Trim(mon_data.name), role_vo.worldLv)
- self.has_loaded_boss = true
- end
- end
- end
-
- function GuildEventBossView:__delete( )
- if self.sub_rank_item then
- self.sub_rank_item:DeleteMe()
- self.sub_rank_item = nil
- end
- end
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