源战役客户端
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

186 lines
7.1 KiB

-- <*
-- @Author: Saber
-- @Description: 藏宝图 答题界面
-- *>
TreasureMapQuizView = TreasureMapQuizView or BaseClass(BaseView)
local TreasureMapQuizView = TreasureMapQuizView
function TreasureMapQuizView:__init()
self.base_file = "treasureMap"
self.layout_file = "TreasureMapQuizView"
self.layer_name = "UI"
self.destroy_imm = true
self.use_background = true --全屏界面默认使用这个参数,非全屏界面自行设置
self.hide_maincancas = false --全屏界面需要隐藏主UI
self.change_scene_close = true --是否切换场景时关闭(弹出界面使用)
self.model = TreasureMapModel:getInstance()
self.ans_seq = {
[1] = "A", [2] = "B", [3] = "C", [4] = "D",
}
self.ans_item = {}
self.auto_close_time = 30 -- 几秒后自动关闭
self.selected_index = false -- 是否已经选择了选项
self.load_callback = function ()
self:LoadSuccess()
self:AddEvent()
end
self.open_callback = function ( )
self:UpdateView()
end
self.destroy_callback = function ( )
self:DestroySuccess()
end
end
function TreasureMapQuizView:Open(data)
self.data = data
BaseView.Open(self)
end
function TreasureMapQuizView:LoadSuccess()
local nodes = {
"bg:raw", "quiz_role:raw", "close_btn:obj",
"ans_con",
"reward_con",
"ques_lb:tmp",
"sub_title:tmp",
"auto_close:tmp",
}
self:GetChildren(nodes)
lua_resM:setOutsideRawImage(self, self.bg_raw, GameResPath.GetViewBigBg("tm_quiz_bg"))
lua_resM:setOutsideRawImage(self, self.quiz_role_raw, GameResPath.GetRoleBg("tm_quiz_role_431_618"))
self.sub_title_tmp.text = string.format("没想到居然有人能找到这来,你运气不错嘛!\n来吧,出道题考考你!")
self.awardItem = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.reward_con)
self.awardItem:SetItemSize(78, 78)
self.awardItem:SetAnchoredPosition(0, 0)
end
function TreasureMapQuizView:AddEvent()
local function click_event(target)
if target == self.close_btn_obj then
self:Close()
end
end
AddClickEvent(self.close_btn_obj, click_event)
local function updateViewAfterSelectedAns()
self:UpdateSelectedResult()
end
self:BindEvent(self.model, TreasureMapConst.UPDATE_QUIZ_VIEW, updateViewAfterSelectedAns)
end
function TreasureMapQuizView:UpdateView()
self.quiz_cfg = Config.Treasuremapquiz[self.data.quiz_id]
self.reward_cfg = Config.Treasuremaprewards[self.data.reward_id]
self:UpdateBasicData()
self:AutoCloseTimer()
end
-- 加载谜题等基础数据
function TreasureMapQuizView:UpdateBasicData( )
if self.quiz_cfg then -- 加载谜题和选项
self.ques_lb_tmp.text = Trim(self.quiz_cfg.question)
local ans_data = stringtotable(self.quiz_cfg.option)
self.ans_data = RandomizeSequenceTableData(ans_data)
self.ans_item_creator = self.ans_item_creator or self:AddUIComponent(UI.ItemListCreator)
local info = {
data_list = self.ans_data,
item_con = self.ans_con,
scroll_view = self.ans_con,
prefab_ab_name = "treasureMap",
prefab_res_name = "TreasureMapQuizAnsItem",
item_width = 158,
item_height = 42,
start_y = -5,
space_x = 30,
space_y = 20,
create_frequency = 0.01,
alignment = UnityEngine.TextAnchor.UpperLeft,
child_names = {
"ans_btn:obj", "ans_btn/ans_lb:tmp",
},
on_update_item = function(item, i, v)
item.ans_lb_tmp.text = string.format("%s.%s", self.ans_seq[i], Trim(v[2]))
local function click_event(target)
if target == item.ans_btn_obj then
if self.selected_index then return end -- 选中了答案之后就不处理
self.model:Fire(TreasureMapConst.REQUEST_CCMD_EVENT, 42408, self.data.quiz_id, v[1])
self.selected_index = i
end
end
AddClickEvent(item.ans_btn_obj, click_event)
end,
}
self.ans_item_creator:UpdateItems(info)
end
-- 加载奖励节点
if self.reward_cfg then
local reward = stringtotable(self.reward_cfg.rewards)[1] or {}
local goods_Id, lock = GoodsModel:getInstance():GetMappingTypeId(reward[1] , reward[2])
self.awardItem:SetData(goods_Id, reward[3], nil, nil, lock)
end
end
function TreasureMapQuizView:AutoCloseTimer( )
local end_time = TimeUtil:getServerTime() + self.auto_close_time
local function auto_close_time_func()
local left_time = end_time - TimeUtil:getServerTime()
if left_time > 0 then
self.auto_close_tmp.text = self.selected_index
and string.format("<color=%s>%s</color> 秒后自动关闭", ColorUtil.GREEN_DARK, left_time)
or string.format("(回答正确可得双倍奖励,<color=%s>%s</color> 秒后自动选择)",
ColorUtil.GREEN_DARK, left_time)
else
if not self.selected_index then
self.model:Fire(TreasureMapConst.REQUEST_CCMD_EVENT, 42408, self.data.quiz_id, 1)
else
self:Close()
end
end
end
self:ClearAutoCloseTimer()
self.auto_close_time_func_id = GlobalTimerQuest:AddPeriodQuest(auto_close_time_func, 0.5, -1)
end
function TreasureMapQuizView:ClearAutoCloseTimer( )
if self.auto_close_time_func_id then
GlobalTimerQuest:CancelQuest(self.auto_close_time_func_id)
self.auto_close_time_func_id = nil
end
end
-- 根据08协议的返回更新界面表现
function TreasureMapQuizView:UpdateSelectedResult( )
if self.quiz_cfg then -- 加载谜题和选项
self.ans_item_creator:IterateItems(function( item, i )
if i == self.selected_index then
local ans_data = self.ans_data[i]
local ans_currect = ans_data[1] == self.quiz_cfg.answer
item.ans_lb_tmp.text = string.format("<color=%s>%s.%s</color>",
ans_currect and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK,
self.ans_seq[i], Trim(ans_data[2]))
-- 飘字表现
Message.show(ans_currect and "回答正确,获得双倍奖励~" or "回答错误", ans_currect and "success" or "fault")
end
end)
-- 重置自动关闭时间
self.auto_close_time = 5
self:AutoCloseTimer()
end
end
function TreasureMapQuizView:DestroySuccess( )
if self.awardItem then
UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, self.awardItem)
self.awardItem = nil
end
self:ClearAutoCloseTimer()
-- 没选的话自动选中第一个
if not self.selected_index then
self.model:Fire(TreasureMapConst.REQUEST_CCMD_EVENT, 42408, self.data.quiz_id, 1)
end
self.model._check_tm_tips = TreasureMapConst.Normal
self.model:CheckTreasureTipUseViewOpen()
end