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279 wiersze
8.6 KiB

--通用奖励结算界面
ComAwardResultView = ComAwardResultView or BaseClass(BaseView)
local ComAwardResultView = ComAwardResultView
function ComAwardResultView:__init()
self.base_file = "uiComponent"
self.layout_file = "ComAwardResultView"
self.layer_name = "Top"
self.destroy_imm = true
self.use_background = true
self.hide_maincancas = true --全屏界面需要放开隐藏主UI
self.change_scene_close = true
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.model = GuildModel:getInstance()
self.base_height = 155
self.delay_time = 15
self.col_num = 5 -- 奖励展示的行展示数
self.max_num = 25
self.item_list = {}
self.is_set_zdepth = true --是否设置z深度,当需要盖住下层的UI界面上的模型时,要设true
self.jump_close = true --用于某些界面跳转了之后就需要关掉界面
ItemUseModel:getInstance():HideItemUseView( )
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
end
self.open_callback = function ( )
self:OpenSuccess()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
end
function ComAwardResultView:DestroySuccess()
if self.pos_id then
TweenLite.Stop(self.pos_id)
self.pos_id = nil
end
if self.award_timer_id then
GlobalTimerQuest:CancelQuest(self.award_timer_id)
self.award_timer_id = nil
end
if self.timer_id then
GlobalTimerQuest:CancelQuest(self.timer_id)
self.timer_id = nil
end
for i,item in pairs(self.item_list) do
UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, item)
end
self.item_list = {}
ItemUseModel:getInstance():ShowItemUseView( )
end
function ComAwardResultView:LoadSuccess()
local nodes = {
"bg/titlebg:img", "bg/scroll_mask:obj",
"bg:img", "bg/time_text:tmp", "bg/award_con:obj",
"mask_bg:obj","bg/close_btn:obj",
"bg/award_scroll:obj", "bg/award_scroll/Viewport/award_scroll_con",
}
self:GetChildren(nodes)
lua_resM:setOutsideImageSprite(self, self.bg_img, GameResPath.GetCommonImage("com_award_result_view_new_bg"),false)
lua_resM:setOutsideImageSprite(self, self.titlebg_img, GameResPath.GetCommonImage("com_award_result_view_new_title"),false)
-- local function onDelay()
-- local function end_call_func( ... )
-- if self.effect_forever then
-- self:AddUIEffect("getgoods_02",self.effect_forever, self.layer_name, nil, 1, true,nil,nil,nil)
-- end
-- end
-- self:AddUIEffect("getgoods_01",self.effect, self.layer_name, nil, 1, false,nil,nil,end_call_func)
-- end
-- self.slow_effect_id = GlobalTimerQuest:AddDelayQuest(onDelay, 0.1)
if self.need_refreshData then
self:UpdateView( )
end
end
function ComAwardResultView:AddEvent()
local function onBtnClickHandler(target,x,y)
if target == self.mask_bg_obj or self.close_btn_obj then--关闭
self:BtnCloseEvt()
end
end
AddClickEvent(self.mask_bg_obj,onBtnClickHandler)
AddClickEvent(self.close_btn_obj,onBtnClickHandler)
end
--data.delay_time--关闭时间
--data.title_res--标题资源
--data.title_ab_name--标题资源ab包路径
--data.award = {kind,type_id,goods_num,goods_vo}
--data.col_num = 6 -- 每行展示的个数
function ComAwardResultView:Open( data )
data.col_num = 5--限定5了 不能改
self.data = data
self.delay_time = self.data and self.data.delay_time or self.delay_time
BaseView.Open(self)
end
function ComAwardResultView:OpenSuccess( )
self:UpdateView()
end
function ComAwardResultView:UpdateView( data )
self.data = data or self.data
if self.is_loaded then
self.need_refreshData = false
else
self.need_refreshData = true
return
end
if not self.data then return end
if data then--有新数据 就重置
self:Reset()
end
self:UpdateItemList()
-- self:UpdateTime()
if self.data.title_res then
lua_resM:setOutsideImageSprite(self, self.titlebg_img, GameResPath.GetCommonImage(self.data.title_res),false)
end
end
function ComAwardResultView:Reset( )
if self.pos_id then
TweenLite.Stop(self.pos_id)
self.pos_id = nil
end
if self.award_timer_id then
GlobalTimerQuest:CancelQuest(self.award_timer_id)
self.award_timer_id = nil
end
if self.timer_id then
GlobalTimerQuest:CancelQuest(self.timer_id)
self.timer_id = nil
end
if self.data then
self.data.col_num = 5--限定5了 不能改
self.delay_time = self.data.delay_time or self.delay_time
end
SetSizeDeltaY(self.award_scroll, self.base_height)
end
function ComAwardResultView:BtnCloseEvt()--关闭按钮回调
if self.data and self.data.close_callback then
self.data.close_callback()
end
self:Close()
end
function ComAwardResultView:UpdateItemList( )
for k,v in pairs(self.item_list) do
v:SetVisible(false,nil,true)
end
self.col_num = self.data.col_num or self.col_num
local item_list = self.data.award
if not item_list or TableSize(item_list) == 0 then return end
local len = #item_list
self.parent_con = self.award_scroll_con
self.award_scroll_obj:SetActive(true)
--如果比最大高度要高 那就只能滚动了
local offer_x = 4
local offer_y = 0
local space_x = 8
local space_y = 8
local item_height = 78
if len > self.max_num then
self.parent_con = self.award_scroll_con
self.award_con_obj:SetActive(false)
SetSizeDeltaY(self.award_scroll, (item_height + space_y) * math.ceil(self.max_num/self.col_num))
end
local max_height = (item_height + space_y) * (math.ceil(self.max_num/self.col_num)-1)--最大高度限制5行
local x = 0
local y = 0
for i, v in ipairs(item_list) do
local item = self.item_list[i]
if item == nil then
item = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem,self.parent_con)
item:SetItemSize(78,78)
item:SetGoodsVo(v[4])
self.item_list[i] = item
end
local goods_Id, lock = GoodsModel:getInstance():GetMappingTypeId(v[1], v[2])
local goodVo = GoodsModel:getInstance():GetGoodsBasicByTypeId(goods_Id)
local stren_data = nil
if v[4] then
stren_data = EquipModel:getInstance():GetBagEquipAwaraItemInfo(v[4])
stren_data.equip_key = "EquipView"
end
if not v.is_mul then--副本多倍
if v.is_rare == 2 then
item:SetNumLimitVisible(true,12)
elseif v.is_rare == 1 then
item:SetNumLimitVisible(true,13)
end
else
item:SetNumLimitVisible(v.is_mul ~= nil ,15)
end
if goodVo then
item:SetData(goods_Id, v[3], goodVo.color, stren_data, lock,true,nil)
else
-- error("没有找到物品信息 "..v.typeId)
end
item:SetVisible(false,nil,true)
end
if not self.data.not_show_anim then
self.scroll_mask_obj:SetActive(true)
local index = 0
local function countDown()
index = index + 1
if len >= index then
if self.item_list[index] then
self.item_list[index]:SetVisible(true,nil,true)
local height = (item_height + space_y) * (math.ceil(index/self.col_num) - 1)
height = height >= max_height and max_height or height
SetSizeDeltaY(self.bg, self.base_height + height)
if index > self.max_num then
SetSizeDeltaY(self.award_scroll, (item_height + space_y) * math.ceil(self.max_num/self.col_num))
else
SetSizeDeltaY(self.award_scroll, (item_height + space_y) * math.ceil(index/self.col_num))
end
SetSizeDeltaY(self.parent_con, (item_height + space_y) * math.ceil(index/self.col_num))
--如果大于了就得滚动
if index >= self.max_num then
local pos_y = (math.ceil((index - self.max_num) / self.col_num) )* (item_height + space_y)
if self.pos_id then
TweenLite.Stop(self.pos_id)
self.pos_id = nil
end
self.pos_id = TweenLite.to(self, self.parent_con, TweenLite.UiAnimationType.ANCHORED_POSY, pos_y, 0.15, callback)
end
end
else
if self.award_timer_id then
GlobalTimerQuest:CancelQuest(self.award_timer_id)
self.award_timer_id = nil
end
self:UpdateTime()
end
end
if not self.award_timer_id then
self.award_timer_id = GlobalTimerQuest:AddPeriodQuest(countDown,0.15)
end
else
if self.award_timer_id then
GlobalTimerQuest:CancelQuest(self.award_timer_id)
self.award_timer_id = nil
end
for k,v in pairs(self.item_list) do
v:SetVisible(true,nil,true)
end
end
end
function ComAwardResultView:UpdateTime( )
local time = self.delay_time
local function countDown()
if self._use_delete_method then return end
time = time - 1
if time > 0 then
self.time_text_tmp.text = (self.data.time_des or "点击任意处继续")..HtmlColorTxt(""..time.."s)", "#31e056")
else
self:Close()
end
end
countDown()
if not self.timer_id then
self.timer_id = GlobalTimerQuest:AddPeriodQuest(countDown,1)
end
end