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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