FieldWorkLevelView.cs 11 KB

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  1. using FairyGUI;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using cfg.GfgCfg;
  5. using ET;
  6. using UI.FieldWork;
  7. using UI.CommonGame;
  8. using UnityEngine;
  9. namespace GFGGame
  10. {
  11. public class FieldWorkLevelView : BaseWindow
  12. {
  13. private UI_FieldWorkLevelUI _ui;
  14. private List<CimbingTowerLevelCfg> LevelList;
  15. private GameObject gamey;
  16. private float indexY;
  17. private EffectUI _effectUI1;
  18. private GComponent objGuide;
  19. public override void Dispose()
  20. {
  21. if (_ui != null)
  22. {
  23. _ui.Dispose();
  24. _ui = null;
  25. }
  26. if (_effectUI1 != null)
  27. {
  28. EffectUIPool.Recycle(_effectUI1);
  29. _effectUI1 = null;
  30. }
  31. base.Dispose();
  32. }
  33. protected override void Init()
  34. {
  35. base.Init();
  36. packageName = UI_FieldWorkLevelUI.PACKAGE_NAME;
  37. _ui = UI_FieldWorkLevelUI.Create();
  38. viewCom = _ui.target;
  39. isfullScreen = true;
  40. isReturnView = true;
  41. _ui.m_BtnBack.onClick.Add(OnClickBtnBack);
  42. _ui.m_shopBtn.target.onClick.Add(OnClickBtnShop);
  43. _ui.m_resetBtn.target.onClick.Add(OnClickBtnReSet);
  44. _ui.m_passBtn.target.onClick.Add(OnClickBtnSkip);
  45. _ui.m_listTag.itemRenderer = RenderListTagItem;
  46. _ui.m_ruleBtn.onClick.Add(RuleController.ShowRuleView);
  47. _ui.m_ruleBtn.data = 300035;
  48. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_bgEffect, "ui_zj", "Tydc_All/Tydc_All");
  49. }
  50. protected override void AddEventListener()
  51. {
  52. base.AddEventListener();
  53. EventAgent.AddEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  54. EventAgent.AddEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  55. }
  56. protected override void RemoveEventListener()
  57. {
  58. base.RemoveEventListener();
  59. EventAgent.RemoveEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  60. EventAgent.RemoveEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  61. }
  62. protected override void OnShown()
  63. {
  64. base.OnShown();
  65. gamey = GameObject.Find("Stage/GRoot/Window - FieldWorkLevelUI/ContentPane/CompChapter/Container/Container");
  66. _ui.m_Bg.url = ResPathUtil.GetBgImgPath("bg_tydc");
  67. _ui.m_shopBtn.target.visible = false;
  68. LevelList = CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList;
  69. _ui.m_listTag.numItems = FieldWorkDataManager.Instance.Tag.Count;
  70. UpdateLevel();
  71. Timers.inst.AddUpdate(CheckGuide);
  72. }
  73. private IEnumerator InitChapter()
  74. {
  75. yield return new WaitForSeconds(0.1f);
  76. if (gamey != null)
  77. {
  78. //gamey.transform.position = new Vector3(0, indexY, 0);
  79. }
  80. }
  81. private void UpdateLevel()
  82. {
  83. for (int i = 0; i < LevelList.Count; i++)
  84. {
  85. GObject obj = _ui.m_chapter.m_compChapterScroll.target.GetChild("g" + i);
  86. UI_CompStoryLevelItem levelItem = UI_CompStoryLevelItem.Proxy(obj);
  87. if(i == LevelList.Count-1)
  88. {
  89. levelItem.m_c1.selectedIndex = 2;
  90. }
  91. CimbingTowerLevelCfg levelCfg = LevelList[i];
  92. if(FieldWorkDataManager.Instance.CheckLevelPass(levelCfg.Id) || i == 0)
  93. {
  94. levelItem.m_lock.visible = false;
  95. }
  96. else
  97. {
  98. levelItem.m_lock.visible = true;
  99. }
  100. levelItem.target.visible = true;
  101. levelItem.m_txtFightOrder.text = levelCfg.Name;
  102. levelItem.m_levelIcon.text = FieldWorkDataManager.Instance.nameList[i];
  103. levelItem.target.data = levelCfg.Id;
  104. levelItem.target.onClick.Add(OnClickLevelItem);
  105. UI_CompStoryLevelItem.ProxyEnd();
  106. }
  107. //Timers.inst.StartCoroutine(InitChapter());
  108. int isPassCount = 0;
  109. foreach(var item in FieldWorkDataManager.Instance.CimbingTowerLevelInfoList)
  110. {
  111. if(item.Value.IsPass)
  112. {
  113. isPassCount++;
  114. }
  115. }
  116. if (isPassCount >= CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count)
  117. {
  118. isPassCount = CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count - 1;
  119. }
  120. string ObjGuidename = "g" + isPassCount.ToString();
  121. objGuide = _ui.m_chapter.m_compChapterScroll.target.GetChild(ObjGuidename).asCom;
  122. float levelCount = CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count - isPassCount;
  123. float height = _ui.m_chapter.target.height;
  124. float value = levelCount / CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count;
  125. indexY = value * Mathf.Max(0, (float)levelCount);
  126. _ui.m_chapter.target.scrollPane.SetPercY(value, false);
  127. }
  128. private void OnClickLevelItem(EventContext context)
  129. {
  130. UI_CompStoryLevelItem levelItem = UI_CompStoryLevelItem.Proxy(context.sender as GObject);
  131. int levelCfgId = (int)levelItem.target.data;
  132. if(levelItem.m_lock.visible)
  133. {
  134. PromptController.Instance.ShowFloatTextPrompt("请通过前置关卡");
  135. return;
  136. }
  137. else
  138. {
  139. if(FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelCfgId))
  140. {
  141. if(FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelCfgId].IsPass)
  142. {
  143. PromptController.Instance.ShowFloatTextPrompt("关卡已通过!");
  144. return;
  145. }
  146. }
  147. }
  148. UI_CompStoryLevelItem.ProxyEnd();
  149. ViewManager.Show<FieldWorkLevelInfoView>(new object[] { levelCfgId });
  150. }
  151. private void RenderListTagItem(int index, GObject obj)
  152. {
  153. UI_ComTag item = UI_ComTag.Proxy(obj);
  154. string tag = FieldWorkDataManager.Instance.Tag[index];
  155. int tagType = CommonDataManager.Tables.TblTagCfg.GetOrDefault(tag).Type;
  156. item.m_txtTag.text = tag;
  157. item.m_loaTag.url = ResPathUtil.GetCommonGameResPath("fzd_bqbq_" + tagType);
  158. UI_ComTag.ProxyEnd();
  159. }
  160. protected override void OnHide()
  161. {
  162. base.OnHide();
  163. GRoot.inst.touchable = true;
  164. }
  165. private void StartCalculateScore()
  166. {
  167. ViewManager.Show<StoryFightSingleView>(null, true);
  168. ViewManager.DeleteViewStackCountDown(null, 1);
  169. }
  170. private void OnClickBtnBack()
  171. {
  172. ViewManager.GoBackFrom(typeof(FieldWorkLevelView).FullName);
  173. }
  174. private void OnClickBtnShop()
  175. {
  176. ViewManager.Show<StoreView>(new object[] { ConstStoreTabId.STORE_EXCHANGE, 3 });
  177. }
  178. private void OnClickBtnReSet()
  179. {
  180. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  181. {
  182. return;
  183. }
  184. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.Count == 0)
  185. {
  186. PromptController.Instance.ShowFloatTextPrompt("本周暂未参与该玩法,无法使用此功能!");
  187. return;
  188. }
  189. AlertUI.Show("重置后当前关卡进度将被清空,每周可使用一次,是否重置?")
  190. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  191. {
  192. bool result = await FieldWorkSproxy.ReqFieldWorkReset();
  193. if (result)
  194. {
  195. UpdateLevel();
  196. PromptController.Instance.ShowFloatTextPrompt("重置成功!");
  197. }
  198. else
  199. {
  200. //PromptController.Instance.ShowFloatTextPrompt("没有重置次数!");
  201. }
  202. });
  203. }
  204. private void OnClickBtnSkip()
  205. {
  206. int normal = CommonDataManager.Tables.TblCimbingTowerCfg.DataList[0].ClearanceLimit;
  207. int vip = CommonDataManager.Tables.TblCimbingTowerCfg.DataList[0].VipClearanceLimit;
  208. int canPassCount = 0;
  209. int isPassCount = 0;
  210. foreach (var item in FieldWorkDataManager.Instance.CimbingTowerLevelInfoList)
  211. {
  212. if (item.Value.IsPass)
  213. {
  214. isPassCount++;
  215. }
  216. }
  217. if (RoleDataManager.CheckIsMonthCardOpenByType(1) || RoleDataManager.CheckIsMonthCardOpenByType(1))
  218. {
  219. canPassCount = vip;
  220. }
  221. else
  222. {
  223. canPassCount = normal;
  224. }
  225. if (isPassCount > canPassCount)
  226. {
  227. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  228. return;
  229. }
  230. else if((isPassCount >= FieldWorkDataManager.Instance.MaxLevelId && FieldWorkDataManager.Instance.MaxLevelId < canPassCount))
  231. {
  232. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  233. return;
  234. }
  235. if (FieldWorkDataManager.Instance.MaxLevelId != 0)
  236. {
  237. AlertUI.Show("一键通关不消耗服装和词牌的使用次数,是否快速通关?")
  238. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  239. {
  240. bool result = await FieldWorkSproxy.ReqFieldWorkOneClickPass();
  241. if (result)
  242. {
  243. UpdateLevel();
  244. PromptController.Instance.ShowFloatTextPrompt("一键通关成功!");
  245. }
  246. });
  247. }
  248. else
  249. {
  250. PromptController.Instance.ShowFloatTextPrompt("暂未满足通关要求,无法使用此功能!");
  251. }
  252. }
  253. private void CheckGuide(object param)
  254. {
  255. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  256. {
  257. UpdateCheckGuide(null);
  258. }
  259. else
  260. {
  261. Timers.inst.Remove(CheckGuide);
  262. }
  263. }
  264. protected void UpdateCheckGuide(object param)
  265. {
  266. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  267. GuideController.TryGuide(_ui.m_listTag, ConstGuideId.FIELD, 2, "每周主题标签将会获得额外的属性加成!");
  268. GuideController.TryGuide(objGuide, ConstGuideId.FIELD, 3, "点击开始挑战!");
  269. GuideController.TryGuide(_ui.m_resetBtn.target, ConstGuideId.FIELD, 16, "每周一5:00可以获得一次重置的机会,若遇到困难时可以考虑重置后再试试哦!", -1, true, _ui.target.height - 600);
  270. GuideController.TryCompleteGuide(ConstGuideId.FIELD, 16);
  271. }
  272. }
  273. }