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- TreasureHouseResultView = TreasureHouseResultView or BaseClass(BaseView)
- local TreasureHouseResultView = TreasureHouseResultView
-
- function TreasureHouseResultView:__init()
- self.base_file = "treasureHouse"
- self.layout_file = "TreasureHouseResultView"
- self.layer_name = "Activity"
- self.destroy_imm = true
- self.use_background = true
- self.change_scene_close = true
- self.hide_maincancas = true --是否隐藏主界面
- self.append_to_ctl_queue = false --是否要添加进界面堆栈
- self.need_show_money = false --是否要显示顶部的金钱栏
- self.blur_activity_bg = true
- self.use_show_anim = true
- self.use_hide_anim = true
-
- self.model = TreasureHouseModel:getInstance()
-
- self.item_list = {}
- self.start_pos_x = 0
- self.start_pos_y = 0
-
- self.draw_num_type = 0 --结算数量类型 1|单抽 10|10连
-
- self.load_callback = function ()
- self:LoadSuccess()
- self:AddEvent()
- end
- self.open_callback = function ( )
- self:OpenSuccess()
- end
- self.close_win_callback = function ( )
- self:Close()
- end
- self.destroy_callback = function ( )
- self:DestroySuccess()
- end
- end
-
- function TreasureHouseResultView:Open(data)
- self.data = data
- self.pool_type = self.data.pool_type
- BaseView.Open(self)
- end
-
- function TreasureHouseResultView:LoadSuccess()
- local nodes = {
- "resultBg:img",
- "itemCon:obj",
- "ScrollView", "ScrollView/Viewport/Content", "ScrollView/Viewport:img",
- "visCon:obj",
- "visCon/confirmBtn:obj",
- "visCon/againBtn:obj",
- "visCon/costIcon:img",
- "visCon/costPrice:tmp",
- "visCon/againBtn/againText:tmp",
- }
- self:GetChildren(nodes)
-
-
- SetLocalPosition(self.transform, 0, 0,-1000)
-
- local function bg_back_func( ... )
- self.confirmBtn_obj:SetActive(true)
- self.againBtn_obj:SetActive(true)
- self.itemCon_obj:SetActive(false)
- self.awarditem = TreasureHouseResultItem.New(self.itemCon)
-
- lua_resM:setOutsideImageSprite(self, self.resultBg_img, GameResPath.GetCapsuleEggRes("capsule_egg_result_shine_837_630"))
-
- if self.need_refreshData then
- self:UpdateView(self.pool_type)
- end
- end
- if self.background_wnd then
- bg_back_func()
- else
- self.bg_back_func = bg_back_func
- end
- end
-
- function TreasureHouseResultView:AddEvent()
- local on_click = function ( click_obj )
- if self.confirmBtn_obj == click_obj then--关闭界面
- self:Close()
- elseif self.againBtn_obj == click_obj then--再来
- self:LuckStart()
- end
- end
- AddClickEvent(self.confirmBtn_obj, on_click)
- AddClickEvent(self.againBtn_obj, on_click)
- end
-
- function TreasureHouseResultView:OpenSuccess()
- self:UpdateView()
- end
-
- function TreasureHouseResultView:UpdateView()
-
- if self.is_loaded then
- self.need_refreshData = false
- else
- self.need_refreshData = true
- return
- end
- self.reward_list = self.data.award
-
- self:Reset()
-
- self.visCon_obj:SetActive(false)
-
- if not self.reward_list or #self.reward_list == 0 then
- return
- end
- local reward_count = #self.reward_list
- if reward_count == 1 then
- self.draw_num_type = 1
- self.againText_tmp.text = "再来1次"
- elseif reward_count>1 and reward_count<=10 then
- self.draw_num_type = 10
- self.againText_tmp.text = "再来10次"
- end
-
- self:UpdateCost()
-
- local function delay_method( )
- self:UpdateRewardBoxes()
- self.visCon_obj:SetActive(true)
- end
- setTimeout(delay_method, 0.6)
-
- end
-
- function TreasureHouseResultView:Reset( )--重置
- self:StopAction()
- if self.awarditem then
- self.awarditem:StopAction()
- self.awarditem:SetAwardItemVis(false)
- end
- self.Content.anchoredPosition = Vector2(self.start_pos_x,self.start_pos_y)
-
- for k,v in pairs(self.item_list) do
- v:SetAwardItemVis(false)
- v:StopAction()
- end
- end
-
- function TreasureHouseResultView:UpdateRewardBoxes()
- local reward_count = #self.reward_list
-
- if reward_count == 1 then
- self.itemCon_obj:SetActive(true)
- self.awarditem:SetData(self.reward_list[1],1)
- self.awarditem:StartAction(1)
- return
- end
-
- local x = 0
- local y = 0
- for i = 1, reward_count do
- local item = self.item_list[i]
- if not item then
- item = TreasureHouseResultItem.New(self.Content)
- self.item_list[i] = item
- end
- item:SetData(self.reward_list[i],i)
- x = (84 + 42) * ((i-1)%5)+5
- y = -(84 + 30)* math.floor((i-1)/5)-15
- item:SetPosition(x,y)
- if reward_count ~= 50 then
- item:StartAction(i)
- end
- end
- self.Content.sizeDelta = Vector2(0, (84 + 30)* math.floor(reward_count/5)+15)
- if self.draw_num_type == 50 then
- self.Viewport_img.raycastTarget = false
- self:StartAction(self.start_pos_x,self.start_pos_y)
- end
- end
-
- function TreasureHouseResultView:StartAction( start_pos_x,start_pos_y )
- self.cur_x = start_pos_x
- self.cur_y = start_pos_y
- local count = 0
- local function end_func( ... )
- count = count + 1
- if count >= 5 then
- self.Viewport_img.raycastTarget = true
- end
- for i=1,10 do
- -- self.item_list[(count-1)*10 + i]:SetAwardData()
- self.item_list[(count-1)*10 + i]:StartAction(i)
- end
- end
- local action = cc.Sequence.New(cc.CallFunc.New(end_func),
- cc.DelayTime.New(0.8),cc.MoveTo.New(0.35,cur_x,self.cur_y + 230,0),cc.CallFunc.New(end_func)--262
- ,cc.DelayTime.New(0.8),cc.MoveTo.New(0.35,cur_x,self.cur_y + 230*2,0),cc.CallFunc.New(end_func)
- ,cc.DelayTime.New(0.8),cc.MoveTo.New(0.35,cur_x,self.cur_y + 230*3,0),cc.CallFunc.New(end_func)
- ,cc.DelayTime.New(0.8),cc.MoveTo.New(0.35,cur_x,self.cur_y + 230*4,0),cc.CallFunc.New(end_func)
- )
- cc.ActionManager:getInstance():addAction(action, self.Content.transform)
- end
-
- function TreasureHouseResultView:StopAction( )
- if not self.is_loaded then return end
- cc.ActionManager:getInstance():removeAllActionsFromTarget(self.Content.transform)
- end
-
-
- function TreasureHouseResultView:UpdateCost( )
- if self.draw_num_type == 1 then
- self.costPrice_tmp.text = "1"
- elseif self.draw_num_type == 10 then
- self.costPrice_tmp.text = "10"
- end
- local goods_icon = GoodsModel:getInstance():GetGoodsBasicByTypeId( TreasureHouseConst.TREASURE_HOUSE_TICKET_ID ).goods_icon
- lua_resM:setOutsideImageSprite(self, self.costIcon_img, GameResPath.GetGoodsIcon(goods_icon),false)
- end
-
- function TreasureHouseResultView:LuckStart( )
- local goods_num = GoodsModel:getInstance():GetTypeGoodsNum(TreasureHouseConst.TREASURE_HOUSE_TICKET_ID)
- local need_show = goods_num < self.pool_type
- local str = ""
- local buy_price = GoodsModel:getInstance():GetGoodsPrice(TreasureHouseConst.TREASURE_HOUSE_TICKET_ID)
- local cost_price = (self.pool_type - goods_num) * buy_price
- local function close_callback( ... )
- self:Close()
- end
- local function ok_callback( ... )
- if GoodsModel:getInstance():IsJinEnough(cost_price) then
- self.model:Fire(TreasureHouseConst.REQ_TREASURE_HOUSE_SCMD, 10401, self.pool_type)
- else
- local qc_data = {
- price = cost_price,
- close_callback = close_callback,
- }
- GlobalEventSystem:Fire(EventName.OPEN_RECHARGE_TIP_VIEW, true, qc_data)
- end
- end
- local function toggle_function( flag )
- self.model.not_show_treasure_house_tip = flag
- end
- local price_asset, price_icon = WordManager:GetCommonMoneyIcon(1)
- local toggle_tip_data = {
- gold_ab_res = price_asset,
- gold_res = price_icon,
- price = cost_price,
- insufficientText = "",
- priceText = string.format("<color=#fdffc2>%s</color> 补足所需的珍宝阁秘钥。",cost_price),
- titleText = "提示",
- ok_callback = ok_callback,
- toggle_function = toggle_function,
- is_complex_ok_callback = true,
- jump_recharge_callback = close_callback,
- }
- if not self.model.not_show_treasure_house_tip and cost_price > 0 then
- GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, toggle_tip_data)
- else
- ok_callback()
- end
- end
-
- function TreasureHouseResultView:DestroySuccess( )
- if self.awarditem then
- self.awarditem:DeleteMe()
- self.awarditem = nil
- end
-
- for i,item in pairs(self.item_list) do
- item:DeleteMe()
- item = nil
- end
- self.item_list = {}
-
- self:StopAction()
-
- end
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