-- <*
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-- @Author: Saber
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-- @Description: 藏宝图
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-- *>
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TreasureMapShopItem = TreasureMapShopItem or BaseClass(BaseItem)
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local TreasureMapShopItem = TreasureMapShopItem
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function TreasureMapShopItem:__init(parent_wnd,prefab_asset,layer_name)
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self.base_file = "treasureMap"
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self.layout_file = "TreasureMapShopItem"
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self.parent_wnd = parent_wnd
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self.layer_name = layer_name
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self.has_receive_free_goods = false
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self.need_show_leftime = true
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self.model = TreasureMapModel:getInstance()
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self:Load()
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end
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function TreasureMapShopItem:Load_callback()
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local nodes = {
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"bg:obj:img",
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"left_time_icon:obj",
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"item_con",
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"reddot:obj",
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"name:tmp",
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"price_con/price:tmp", "price_con/old_price:tmp", "price_con/delete_icon:obj",
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"day_limit:tmp",
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"left_time:tmp",
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}
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self:GetChildren(nodes)
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self.delete_icon_obj:SetActive(false)
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self.awardItem = UIObjPool:getInstance():PopItem(UIObjPool.UIType.AwardItem, self.item_con)
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self.awardItem:SetItemSize(78, 78)
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self.awardItem:SetAnchoredPosition(0, 0)
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self:AddEvents()
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if self.need_refreshData then
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self:UpdateView()
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end
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end
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function TreasureMapShopItem:AddEvents( )
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local function click_event(target, x, y)
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if target == self.bg_obj then -- 点击节点为购买表现
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if self.data then
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if self.data.is_free then -- 免费道具走不同的协议
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TreasureMapModel:getInstance():Fire(TreasureMapConst.REQUEST_CCMD_EVENT, 42412)
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else
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-- 限购个数
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local limit_num = self.data.reward[2][4]
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-- 获取剩余个数
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local rest_num = self.model:GetTreasureMapShopRestNumData(self.data.reward[1]) or limit_num
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if rest_num > 0 then
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local reward = self.data.reward[2][1]
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local goods_id = reward[2]
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local data = {
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shop_data = {
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price = self.data.reward[2][3],
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money_type = self.data.reward[2][2] == "gold" and 1 or 2,
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goods_id = goods_id,
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quota_num = limit_num,
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sold_out = limit_num - rest_num,
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quota_type = 1,
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is_tm_shop = true,
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discount = 100,
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reward_id = self.reward_id,
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reward_index = self.data.reward[1],
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},
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}
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UIToolTipMgr:getInstance():AppendGoodsTips(goods_id, x, y, nil, nil, data, true)
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else
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Message.show("该物品已售罄", "fault")
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end
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end
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end
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end
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end
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AddClickEvent(self.bg_obj, click_event)
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local function updateFreeStatus(status)
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self.has_receive_free_goods = status
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self:UpdateLeftNum()
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self:StartLeftTimeFunc()
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end
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self:BindEvent(self.model, TreasureMapConst.UPDATE_SHOP_FREE_RECEIVE_STATUS, updateFreeStatus)
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local function updateGoodsLeftNum()
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self:UpdateLeftNum()
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self:StartLeftTimeFunc()
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end
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self:BindEvent(self.model, TreasureMapConst.UPDATE_TREASUREMAP_SHOP_VIEW, updateGoodsLeftNum)
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end
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function TreasureMapShopItem:SetData(data, expire_time, reward_id)
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self.data = data
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self.expire_time = expire_time
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self.reward_id = reward_id
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if self.is_loaded then
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self.need_refreshData = false
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self:UpdateView()
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else
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self.need_refreshData = true
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end
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end
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function TreasureMapShopItem:UpdateView( )
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self:UpdateBasicData()
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self:StartLeftTimeFunc()
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self:UpdateLeftNum()
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end
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function TreasureMapShopItem:UpdateBasicData( )
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if self.data then
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local reward_data = self.data.is_free and self.data.reward or self.data.reward[2][1]
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local goods_Id, lock = GoodsModel:getInstance():GetMappingTypeId(reward_data[1] , reward_data[2])
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self.awardItem:SetData(goods_Id, reward_data[3], nil, nil, lock)
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self.name_tmp.text = GoodsModel:getInstance():getGoodsName(goods_Id)
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end
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end
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-- 更新剩余可购次数
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function TreasureMapShopItem:UpdateLeftNum( )
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if self.data.is_free then -- 免费道具
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else
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end
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if self.data then
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if self.data.is_free then -- 免费道具
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self.reddot_obj:SetActive(not self.has_receive_free_goods)
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self.day_limit_tmp.text = string.format("限购<color=%s>%s</color>次",
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self.has_receive_free_goods and ColorUtil.RED_DARK or ColorUtil.GREEN_DARK,
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self.has_receive_free_goods and 0 or 1)
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self.price_tmp.text = self.has_receive_free_goods
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and string.format("<color=%s>已售完</color>", ColorUtil.GRAY_DARK)
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or "免费"
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SetImageGray(self.bg_img, self.has_receive_free_goods)
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self.need_show_leftime = not self.has_receive_free_goods
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else -- 购买道具
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self.reddot_obj:SetActive(false)
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-- 限购个数
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local limit_num = self.data.reward[2][4]
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-- 获取剩余个数
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local rest_num = self.model:GetTreasureMapShopRestNumData(self.data.reward[1]) or limit_num
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self.day_limit_tmp.text = string.format("限购<color=%s>%s</color>/%s",
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rest_num > 0 and ColorUtil.GREEN_DARK or ColorUtil.RED_DARK, rest_num, limit_num)
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if rest_num > 0 then
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self.need_show_leftime = true
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local price_type = self.data.reward[2][2] == "gold" and 1 or 2
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self.price_tmp.text = WordManager:GetMoneyFaceStr(price_type) .. self.data.reward[2][3]
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else
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self.need_show_leftime = false
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self.price_tmp.text = string.format("<color=%s>已售完</color>", ColorUtil.GRAY_DARK)
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end
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SetImageGray(self.bg_img, rest_num <= 0)
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end
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end
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end
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function TreasureMapShopItem:StartLeftTimeFunc( )
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self:ClearLeftTimeFunc()
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if self.need_show_leftime then
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local function left_time_func()
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local left_time = self.expire_time - TimeUtil:getServerTime()
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if left_time > 0 then
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self.left_time_tmp.text = string.format("<color=%s>%s</color>", ColorUtil.GREEN_DARK, TimeUtil:convertTimeWithoutHour(left_time))
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else
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self.left_time_tmp.text = string.format("<color=%s>已超时</color>", ColorUtil.RED_DARK)
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self:ClearLeftTimeFunc()
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end
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end
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self.left_time_icon_obj:SetActive(true)
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left_time_func()
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self.left_time_func_id = GlobalTimerQuest:AddPeriodQuest(left_time_func, 0.5, -1)
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else
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self.left_time_icon_obj:SetActive(false)
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self.left_time_tmp.text = ""
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end
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end
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function TreasureMapShopItem:ClearLeftTimeFunc( )
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if self.left_time_func_id then
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GlobalTimerQuest:CancelQuest(self.left_time_func_id)
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self.left_time_func_id = nil
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end
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end
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function TreasureMapShopItem:__delete( )
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if self.awardItem then
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UIObjPool:getInstance():PushItem(UIObjPool.UIType.AwardItem, self.awardItem)
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self.awardItem = nil
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end
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self:ClearLeftTimeFunc()
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end
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