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251 satır
8.1 KiB

--通用奖励结算界面
ComSpecialTaskRewardView = ComSpecialTaskRewardView or BaseClass(BaseView)
local ComSpecialTaskRewardView = ComSpecialTaskRewardView
function ComSpecialTaskRewardView:__init()
self.base_file = "common"
self.layout_file = "ComSpecialTaskRewardView"
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.delay_time = 15
self.col_num = 3 -- 奖励展示的行展示数
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.model = NatureModel:getInstance()
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 ComSpecialTaskRewardView:LoadSuccess()
local nodes = {
"mask_bg:obj","bg:raw","titlebg:img","time_text:tmp","awardScroll/Viewport/award_con"
,"scroll_mask:obj","awardSmall_con:obj", "awardScroll:obj","effect","effect_forever",
"natureDes:tmp", "natureValue:tmp",
}
self:GetChildren(nodes)
lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("nature_reward_view_997_586"),false)
lua_resM:setOutsideImageSprite(self, self.titlebg_img, GameResPath.GetCommonImage("com_award_title_bg"),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)
self.natureDes_tmp.text = ""
self.natureValue_tmp.text = ""
if self.need_refreshData then
self:UpdateView( )
end
end
function ComSpecialTaskRewardView:UpdateView( )
if self.is_loaded then
self.need_refreshData = false
else
self.need_refreshData = true
return
end
if not self.data then return end
self:UpdateItemList()
self:UpdateTime()
-- self:UpdateNatureTxt()
end
-- function ComSpecialTaskRewardView:UpdateNatureTxt( )
-- self.natureDes_tmp.text = self.model:GetTaskNatureTxtStr()
-- self.natureValue_tmp.text = string.format('额外奖励%s点性格点奖励', HtmlColorTxt( self.model:GetTaskNatureValue(), ColorUtil.GREEN_DARK))
-- end
function ComSpecialTaskRewardView:DestroySuccess()
self:ClearUIEffect(self.effect)
self:ClearUIEffect(self.effect_forever)
if self.slow_effect_id then
GlobalTimerQuest:CancelQuest(self.slow_effect_id)
self.slow_effect_id = nil
end
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
item:DeleteMe()
item = nil
end
self.item_list = {}
ItemUseModel:getInstance():ShowItemUseView( )
end
function ComSpecialTaskRewardView:AddEvent()
local function onBtnClickHandler(target,x,y)
if target == self.mask_bg_obj then--关闭
self:Close()
end
end
AddClickEvent(self.mask_bg_obj,onBtnClickHandler,1)
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 ComSpecialTaskRewardView:Open( data )
self.data = data
self.delay_time = self.data and self.data.delay_time or self.delay_time
BaseView.Open(self)
end
function ComSpecialTaskRewardView:OpenSuccess( )
self:UpdateView()
end
function ComSpecialTaskRewardView:BtnCloseEvt()--关闭按钮回调
self:Close()
end
function ComSpecialTaskRewardView:UpdateItemList( )
for k,v in pairs(self.item_list) do
v:SetVisible(false,nil,true)
end
self.col_num = 3
local item_list = self.data.award
if not item_list or TableSize(item_list) == 0 then return end
local len = #item_list
local parent_node = len > self.col_num and self.award_con or self.awardSmall_con
self.awardScroll_obj:SetActive(len > self.col_num)
local offer_x = 0
local offer_y = 0
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 = ComSpecialTaskRewardItem.New(parent_node)
self.item_list[i] = item
end
item:SetData(v)
item:SetVisible(true)
--local total_num = 108*6 + 5*10 -- 限定容器长度
--local offset_x = (total_num - self.col_num * 118)/2 + 10 -- 根据尾部的剩余宽度,整体往右偏移一半
--item:SetPosition((108+10)*((i - 1)%self.col_num) + offset_x,-(108+10)*math.floor((i-1)/self.col_num))
--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
--SetSizeDeltaY(parent_node,math.ceil(len/self.col_num)*(108+10) + 216)
--self.awardSmall_con_obj:SetActive(len <= self.col_num)
-- if not self.data.not_show_anim then
-- self.scroll_mask_obj:SetActive(true)
-- local index = 0
-- local function countDown()
-- index = index + 1
-- if index >= 12 and (index - 1)/self.col_num == math.floor((index - 1)/self.col_num) then
-- if self.pos_id then
-- TweenLite.Stop(self.pos_id)
-- self.pos_id = nil
-- end
-- local function callback( ... )
-- SetAnchoredPositionY(parent_node,(108+10)*math.floor((index-1)/self.col_num)-118)
-- end
-- local pos_y = (108+10)*math.floor((index-1)/self.col_num)-118
-- self.pos_id = TweenLite.to(self, parent_node, TweenLite.UiAnimationType.ANCHORED_POSY, pos_y, 0.2, callback)
-- end
-- if len >= index then
-- if self.item_list[index] then
-- self.item_list[index]:SetVisible(true,nil,true)
-- end
-- else
-- self.scroll_mask_obj:SetActive(false)
-- if self.award_timer_id then
-- GlobalTimerQuest:CancelQuest(self.award_timer_id)
-- self.award_timer_id = nil
-- end
-- 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 ComSpecialTaskRewardView:UpdateTime( )
local time = self.delay_time
local function countDown()
if self._use_delete_method then return end
--if not data then return end
time = time - 1
if time > 0 then
self.time_text_tmp.text = "点击任意处继续"..HtmlColorTxt(""..time.."s)", ColorUtil.WHITE_DARK)
else
self:Close()
end
end
countDown()
if not self.timer_id then
self.timer_id = GlobalTimerQuest:AddPeriodQuest(countDown,1)
end
end