-- <*
-- @Author: Saber
-- @Description: 藏宝图
-- *>
TreasureMapShopItem = TreasureMapShopItem or BaseClass(BaseItem)
local TreasureMapShopItem = TreasureMapShopItem
function TreasureMapShopItem:__init(parent_wnd,prefab_asset,layer_name)
self.base_file = "treasureMap"
self.layout_file = "TreasureMapShopItem"
self.parent_wnd = parent_wnd
self.layer_name = layer_name
self.has_receive_free_goods = false
self.need_show_leftime = true
self.model = TreasureMapModel:getInstance()
self:Load()
end
function TreasureMapShopItem:Load_callback()
local nodes = {
"bg:obj:img",
"left_time_icon:obj",
"item_con",
"reddot:obj",
"name:tmp",
"price_con/price:tmp", "price_con/old_price:tmp", "price_con/delete_icon:obj",
"day_limit:tmp",
"left_time:tmp",
}
self:GetChildren(nodes)
self.delete_icon_obj:SetActive(false)
self.awardItem = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.item_con)
self.awardItem:SetItemSize(78, 78)
self.awardItem:SetAnchoredPosition(0, 0)
self:AddEvents()
if self.need_refreshData then
self:UpdateView()
end
end
function TreasureMapShopItem:AddEvents( )
local function click_event(target, x, y)
if target == self.bg_obj then -- 点击节点为购买表现
if self.data then
if self.data.is_free then -- 免费道具走不同的协议
TreasureMapModel:getInstance():Fire(TreasureMapConst.REQUEST_CCMD_EVENT, 42412)
else
-- 限购个数
local limit_num = self.data.reward[2][4]
-- 获取剩余个数
local rest_num = self.model:GetTreasureMapShopRestNumData(self.data.reward[1]) or limit_num
if rest_num > 0 then
local reward = self.data.reward[2][1]
local goods_id = reward[2]
local data = {
shop_data = {
price = self.data.reward[2][3],
money_type = self.data.reward[2][2] == "gold" and 1 or 2,
goods_id = goods_id,
quota_num = limit_num,
sold_out = limit_num - rest_num,
quota_type = 1,
is_tm_shop = true,
discount = 100,
reward_id = self.reward_id,
reward_index = self.data.reward[1],
},
}
UIToolTipMgr:getInstance():AppendGoodsTips(goods_id, x, y, nil, nil, data, true)
else
Message.show("该物品已售罄", "fault")
end
end
end
end
end
AddClickEvent(self.bg_obj, click_event)
local function updateFreeStatus(status)
self.has_receive_free_goods = status
self:UpdateLeftNum()
self:StartLeftTimeFunc()
end
self:BindEvent(self.model, TreasureMapConst.UPDATE_SHOP_FREE_RECEIVE_STATUS, updateFreeStatus)
local function updateGoodsLeftNum()
self:UpdateLeftNum()
self:StartLeftTimeFunc()
end
self:BindEvent(self.model, TreasureMapConst.UPDATE_TREASUREMAP_SHOP_VIEW, updateGoodsLeftNum)
end
function TreasureMapShopItem:SetData(data, expire_time, reward_id)
self.data = data
self.expire_time = expire_time
self.reward_id = reward_id
if self.is_loaded then
self.need_refreshData = false
self:UpdateView()
else
self.need_refreshData = true
end
end
function TreasureMapShopItem:UpdateView( )
self:UpdateBasicData()
self:StartLeftTimeFunc()
self:UpdateLeftNum()
end
function TreasureMapShopItem:UpdateBasicData( )
if self.data then
local reward_data = self.data.is_free and self.data.reward or self.data.reward[2][1]
local goods_Id, lock = GoodsModel:getInstance():GetMappingTypeId(reward_data[1] , reward_data[2])
self.awardItem:SetData(goods_Id, reward_data[3], nil, nil, lock)
self.name_tmp.text = GoodsModel:getInstance():getGoodsName(goods_Id)
end
end
-- 更新剩余可购次数
function TreasureMapShopItem:UpdateLeftNum( )
if self.data.is_free then -- 免费道具
else
end
if self.data then
if self.data.is_free then -- 免费道具
self.reddot_obj:SetActive(not self.has_receive_free_goods)
self.day_limit_tmp.text = string.format("限购%s次",
self.has_receive_free_goods and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK,
self.has_receive_free_goods and 0 or 1)
self.price_tmp.text = self.has_receive_free_goods
and string.format("已售完", ColorUtil.GRAY_DARK)
or "免费"
SetImageGray(self.bg_img, self.has_receive_free_goods)
self.need_show_leftime = not self.has_receive_free_goods
else -- 购买道具
self.reddot_obj:SetActive(false)
-- 限购个数
local limit_num = self.data.reward[2][4]
-- 获取剩余个数
local rest_num = self.model:GetTreasureMapShopRestNumData(self.data.reward[1]) or limit_num
self.day_limit_tmp.text = string.format("限购%s/%s",
rest_num > 0 and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK, rest_num, limit_num)
if rest_num > 0 then
self.need_show_leftime = true
local price_type = self.data.reward[2][2] == "gold" and 1 or 2
self.price_tmp.text = WordManager:GetMoneyFaceStr(price_type) .. self.data.reward[2][3]
else
self.need_show_leftime = false
self.price_tmp.text = string.format("已售完", ColorUtil.GRAY_DARK)
end
SetImageGray(self.bg_img, rest_num <= 0)
end
end
end
function TreasureMapShopItem:StartLeftTimeFunc( )
self:ClearLeftTimeFunc()
if self.need_show_leftime then
local function left_time_func()
local left_time = self.expire_time - TimeUtil:getServerTime()
if left_time > 0 then
self.left_time_tmp.text = string.format("%s", ColorUtil.GREEN_DARK, TimeUtil:convertTimeWithoutHour(left_time))
else
self.left_time_tmp.text = string.format("已超时", ColorUtil.RED_DARK)
self:ClearLeftTimeFunc()
end
end
self.left_time_icon_obj:SetActive(true)
left_time_func()
self.left_time_func_id = GlobalTimerQuest:AddPeriodQuest(left_time_func, 0.5, -1)
else
self.left_time_icon_obj:SetActive(false)
self.left_time_tmp.text = ""
end
end
function TreasureMapShopItem:ClearLeftTimeFunc( )
if self.left_time_func_id then
GlobalTimerQuest:CancelQuest(self.left_time_func_id)
self.left_time_func_id = nil
end
end
function TreasureMapShopItem:__delete( )
if self.awardItem then
UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, self.awardItem)
self.awardItem = nil
end
self:ClearLeftTimeFunc()
end