源战役客户端
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GuildEventBossView = GuildEventBossView or BaseClass(BaseItem)
local GuildEventBossView = GuildEventBossView
function GuildEventBossView:__init(parent_wnd,prefab_asset,layer_name)
self.base_file = "guild"
self.layout_file = "GuildEventBossView"
self.parent_wnd = parent_wnd
self.layer_name = layer_name
self.evt_key = nil -- 活动红点键值
self.guild_boss_type = nil -- 社团boss类型
self.sub_rank_item = nil
self.tab_index = 1 -- 页签index 1社团排行,2输出排行
self.rank_type = false -- 当前查看排行榜的类型
self.has_loaded_boss = false -- 是否已经创建过boss模型
self.model = GuildModel:getInstance()
self:Load()
end
function GuildEventBossView:Load_callback()
self.nodes = {
-- 背景 boss模型容器 红点
"bg:raw", "enter_btn/reddot:obj", "title_des_ad:img",
-- tab按钮
"selected_tab:img", "tab_1:obj:tmp", "tab_2:obj:tmp",
-- 排行容器
"rank_scroll:obj", "rank_scroll/Viewport/rank_con", "rank_subbg:obj",
-- 活动奖励容器
"reward_scroll", "reward_scroll/Viewport/reward_con",
-- 入口按钮
"enter_btn:obj",
-- 其余文本信息
"event_time:tmp", "event_desc:tmp", "no_rank:tmp",
"help_btn:obj",
}
self:GetChildren(self.nodes)
lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("guild_event_nightboss_bg"), false)
lua_resM:setOutsideImageSprite(self,self.title_des_ad_img,GameResPath.GetGuildImage("guild_event_boss_ad_pointfilter"))
self.event_desc_tmp.text = "参与社团Boss不仅可获得<color=#fdffc2>个人奖励</color>,还能通过社团拍卖享有<color=#fdffc2>交易券</color>分红~"
self:AddEvents()
if self.need_refresh_data then
self:UpdateEventTime()
self:UpdateView()
end
end
-- 这里只传入活动日历中的活动时间相关数据,活动协议内容界面自己获取
function GuildEventBossView:SetEventAcData( evt_ac_data )
self.evt_ac_data = evt_ac_data
self.evt_key = self.evt_ac_data.module_id .. "@" .. self.evt_ac_data.ac_sub
self.guild_boss_type = tonumber(self.evt_ac_data.module_id .. self.evt_ac_data.ac_sub)
if self.is_loaded then
self.need_refresh_data = false
self:UpdateEventTime()
self:UpdateView()
else
self.need_refresh_data = true
end
end
-- 设置活动的开始时间
function GuildEventBossView:UpdateEventTime( )
self.event_time_tmp.text = self.model:GetGuildEventOpenTime(self.evt_ac_data.module_id, self.evt_ac_data.module_sub,self.evt_ac_data.ac_sub)
end
-- 设置界面红点
function GuildEventBossView:UpdateNightBossRed( )
if self.evt_key then
-- self.reddot_obj:SetActive(self.model:GetGuildEventTabRed(self.evt_key))
-- 2021.3.23 优化需求:社团活动页签不再给红点
self.reddot_obj:SetActive(false)
end
end
function GuildEventBossView:AddEvents( )
local function click_event(target)
if target == self.tab_1_obj then
self:ChangeTab(1)
elseif target == self.tab_2_obj then
self:ChangeTab(2)
elseif target == self.enter_btn_obj then -- 参与活动
self.model:Fire(GuildModel.ENTER_GUILD_BASE)
elseif target == self.help_btn_obj then
EventSystem.Fire(GlobalEventSystem,EventName.OPEN_INSTRUCTION_VIEW, 40602)
end
end
AddClickEvent(self.tab_1_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
AddClickEvent(self.tab_2_obj, click_event, LuaSoundManager.SOUND_UI.SWITCH)
AddClickEvent(self.enter_btn_obj, click_event)
AddClickEvent(self.help_btn_obj,click_event, LuaSoundManager.SOUND_UI.NONE)
local function update_rank_data(type)
if self.rank_type == type then
self:UpdateRankItem()
end
end
self:BindEvent(self.model, GuildModel.UPDATE_GUILD_BOSS_RANK, update_rank_data)
local function update_personal_rank_data(type)
if self.rank_type == type then
self:UpdatePersonalRankData()
end
end
self:BindEvent(self.model, GuildModel.UPDATE_GUILD_BOSS_PERSONAL_RANK, update_personal_rank_data)
local function update_nightboss_red(type)
if type == Config.ConfigGuild.TabId.Event then
self:UpdateNightBossRed()
end
end
self:BindEvent(self.model, GuildModel.UPDATE_RED_DOT_BY_TYPE, update_nightboss_red)
end
function GuildEventBossView:UpdateView( )
self:ChangeTab(self.tab_index)
self:UpdateRewardItem()
self:UpdateNightBossRed()
self:CreateBossModel()
end
-- 打开界面后要重新加载一次boss形象
function GuildEventBossView:SetVisible(state)
if state then
self:CreateBossModel(true)
end
BaseItem.SetVisible(self, state)
end
function GuildEventBossView:ChangeTab(index)
self.tab_index = index
self.rank_type = self.tab_index == 2 and GuildBossRankType.Personal or GuildBossRankType.Guild
-- 请求两个榜单,请求后后端会根据类型推送40604
if self.rank_type == GuildBossRankType.Guild then
self.model:Fire(GuildModel.REQUEST_CCMD_EVENT, 40603, self.evt_ac_data.ac_sub)
elseif self.rank_type == GuildBossRankType.Personal then
self.model:Fire(GuildModel.REQUEST_CCMD_EVENT, 40602, self.evt_ac_data.ac_sub)
end
local color_selected, color_unselected = ColorUtil:ConvertHexToRGBColor("ffffff"), ColorUtil:ConvertHexToRGBColor("9eb3cf")
self.tab_1_tmp.color = index == 1 and color_selected or color_unselected
self.tab_2_tmp.color = index == 2 and color_selected or color_unselected
SetTMPSharedMaterial(self.tab_1_tmp, index == 1 and ShaderTools.TMPSharedMaterialType.HKYTW7OutlineBrightBlueTitle or ShaderTools.TMPSharedMaterialType.HKYTW7FFDefault)
SetTMPSharedMaterial(self.tab_2_tmp, index == 2 and ShaderTools.TMPSharedMaterialType.HKYTW7OutlineBrightBlueTitle or ShaderTools.TMPSharedMaterialType.HKYTW7FFDefault)
self.selected_tab.anchoredPosition = self["tab_"..index].anchoredPosition
self:UpdateRankItem()
self:UpdatePersonalRankData()
end
function GuildEventBossView:UpdateRankItem( )
local data = self.model:GetGuildBossRank(self.guild_boss_type, self.rank_type)
self.rank_item_creator = self.rank_item_creator or self:AddUIComponent(UI.ItemListCreator)
local info = {
data_list = data,
scroll_view = self.rank_scroll,
item_con = self.rank_con,
item_class = GuildEventBossRankItem,
item_height = 30,
start_y = -1,
space_y = 0,
create_frequency = 0.01,
alignment = UnityEngine.TextAnchor.UpperLeft,
on_update_item = function(item, i, v)
item:SetData(v, true)
end,
}
self.rank_item_creator:UpdateItems(info)
self.no_rank_tmp.text = TableSize(data) == 0 and "暂无排名" or ""
end
function GuildEventBossView:UpdatePersonalRankData( )
-- 更新额外的排行信息
local all_data = self.model:GetGuildBossRank(self.guild_boss_type, self.rank_type)
local sub_data = self.model:GetGuildBossPersonalRank(self.guild_boss_type, self.rank_type)
self.rank_subbg_obj:SetActive(sub_data and #all_data~=0 and true or false)
if not self.sub_rank_item then
self.sub_rank_item = GuildEventBossRankItem.New(self.rank_subbg)
end
local mainVo = RoleManager.Instance.mainRoleInfo
local data = {
rank = sub_data and sub_data.rank or false,
name = self.rank_type == GuildBossRankType.Personal and mainVo.name or mainVo.guild_name,
hurt = sub_data and sub_data.hp or 0,
}
self.sub_rank_item:SetData(data, false,true)
self.sub_rank_item:SetAnchoredPosition(0, 5)
end
function GuildEventBossView:UpdateRewardItem( )
local reward_data = DailyModel:getInstance():GetRewardList(self.evt_ac_data.module_id, self.evt_ac_data.module_sub, self.evt_ac_data.ac_sub)
self.reward_item_creator = self.reward_item_creator or self:AddUIComponent(UI.ItemListCreator)
local info = {
data_list = reward_data,
item_con = self.reward_con,
scroll_view = self.reward_scroll,
obj_pool_type = UIObjPool.UIType.AwardItem,
item_width = 78,
start_x = 5,
start_y = -6,
space_x = 9,
create_frequency = 0.01,
alignment = UnityEngine.TextAnchor.UpperLeft,
on_update_item = function(item, i, v)
local goods_Id, lock = GoodsModel:getInstance():GetMappingTypeId(v[1], v[2])
local goodVo = GoodsModel:getInstance():GetGoodsBasicByTypeId(goods_Id)
if goodVo then
item:SetData(goodVo.type_id, v.count , goodVo.color, nil, lock)
end
end,
}
self.reward_item_creator:UpdateItems(info)
end
-- 创建boss模型
function GuildEventBossView:CreateBossModel(force)
local evt_data = self.model:GetGuildEventByType(self.guild_boss_type)
local boss_id = evt_data and evt_data.mon ~= 0 and evt_data.mon or GuildModel.GuildBossId
local mon_data = ConfigItemMgr.Instance:GetMonsterDataItem(tonumber(boss_id))
if not self.is_loaded then return end
if mon_data then
if not self.has_loaded_boss or force then
--Boss形象
--BOSS展示的时候的第一次播放的动作
local aciton_list = {"casual","idle", idle_name="idle",loopList=false}
-------------------------
-- local data = {
-- clothe_res_id = mon_data.icon,
-- weapon_res_id = mon_data.weapon_id,
-- type = SceneBaseType.Monster,
-- action_name_list = aciton_list,
-- layer_name = self.layer_name,
-- can_rotate = true,
-- scale = mon_data.icon_scale*30,
-- rotate = Vector3(0,180,0),
-- layout_file = self.layout_file,
-- -- size = Vector2(266,410),
-- position = Vector3(0, 230, 0),
-- size = Vector2(1200,720),
-- raycast_size = Vector2(456,432),
-- show_shadow = true,
-- }
-- lua_resM:SetRoleModelByRT(self, self.boss_con, data)
-- local res_data = {
-- father_node = self,
-- transform = self.boss_con,
-- fashion_type = FuncOpenModel.TypeId.Monster,
-- figure_id = tonumber(boss_id),
-- action_name_list = aciton_list,
-- position = Vector3(0, 230, 0),
-- rotate = Vector3(0,180,0),
-- }
-- FuncOpenModel:getInstance():SetModelRes(res_data)
local role_vo = RoleManager.Instance.mainRoleInfo
-- self.boss_name_tmp.text = string.format("%s <size=24>Lv.%s</size>", Trim(mon_data.name), role_vo.worldLv)
self.has_loaded_boss = true
end
end
end
function GuildEventBossView:__delete( )
if self.sub_rank_item then
self.sub_rank_item:DeleteMe()
self.sub_rank_item = nil
end
end