FieldWorkLevelView.cs 12 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. EffectUIPool.CreateEffectUI(_ui.m_bgEffect, "ui_zj", "Tydc_All/Tydc_All",
  49. onComplete: (effect) =>
  50. {
  51. if (effect != null)
  52. {
  53. _effectUI1 = effect;
  54. }
  55. });
  56. }
  57. protected override void AddEventListener()
  58. {
  59. base.AddEventListener();
  60. EventAgent.AddEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  61. EventAgent.AddEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  62. }
  63. protected override void RemoveEventListener()
  64. {
  65. base.RemoveEventListener();
  66. EventAgent.RemoveEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  67. EventAgent.RemoveEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  68. }
  69. protected override void OnShown()
  70. {
  71. base.OnShown();
  72. gamey = GameObject.Find(
  73. "Stage/GRoot/Window - FieldWorkLevelUI/ContentPane/CompChapter/Container/Container");
  74. _ui.m_Bg.url = ResPathUtil.GetBgImgPath("bg_tydc");
  75. _ui.m_shopBtn.target.visible = false;
  76. LevelList = CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList;
  77. _ui.m_listTag.numItems = FieldWorkDataManager.Instance.Tag.Count;
  78. UpdateLevel();
  79. Timers.inst.AddUpdate(CheckGuide);
  80. }
  81. private IEnumerator InitChapter()
  82. {
  83. yield return new WaitForSeconds(0.1f);
  84. if (gamey != null)
  85. {
  86. //gamey.transform.position = new Vector3(0, indexY, 0);
  87. }
  88. }
  89. private void UpdateLevel()
  90. {
  91. for (int i = 0; i < LevelList.Count; i++)
  92. {
  93. GObject obj = _ui.m_chapter.m_compChapterScroll.target.GetChild("g" + i);
  94. UI_CompStoryLevelItem levelItem = UI_CompStoryLevelItem.Proxy(obj);
  95. if (i == LevelList.Count - 1)
  96. {
  97. levelItem.m_c1.selectedIndex = 2;
  98. }
  99. CimbingTowerLevelCfg levelCfg = LevelList[i];
  100. if (FieldWorkDataManager.Instance.CheckLevelPass(levelCfg.Id) || i == 0)
  101. {
  102. levelItem.m_lock.visible = false;
  103. }
  104. else
  105. {
  106. levelItem.m_lock.visible = true;
  107. }
  108. levelItem.target.visible = true;
  109. levelItem.m_txtFightOrder.text = levelCfg.Name;
  110. levelItem.m_levelIcon.text = FieldWorkDataManager.Instance.nameList[i];
  111. levelItem.target.data = levelCfg.Id;
  112. levelItem.target.onClick.Add(OnClickLevelItem);
  113. UI_CompStoryLevelItem.ProxyEnd();
  114. }
  115. //Timers.inst.StartCoroutine(InitChapter());
  116. int isPassCount = 0;
  117. foreach (var item in FieldWorkDataManager.Instance.CimbingTowerLevelInfoList)
  118. {
  119. if (item.Value.IsPass)
  120. {
  121. isPassCount++;
  122. }
  123. }
  124. if (isPassCount >= CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count)
  125. {
  126. isPassCount = CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count - 1;
  127. }
  128. string ObjGuidename = "g" + isPassCount.ToString();
  129. objGuide = _ui.m_chapter.m_compChapterScroll.target.GetChild(ObjGuidename).asCom;
  130. float levelCount = CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count - isPassCount;
  131. float height = _ui.m_chapter.target.height;
  132. float value = levelCount / CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList.Count;
  133. indexY = value * Mathf.Max(0, (float)levelCount);
  134. _ui.m_chapter.target.scrollPane.SetPercY(value, false);
  135. }
  136. private void OnClickLevelItem(EventContext context)
  137. {
  138. UI_CompStoryLevelItem levelItem = UI_CompStoryLevelItem.Proxy(context.sender as GObject);
  139. int levelCfgId = (int)levelItem.target.data;
  140. if (levelItem.m_lock.visible)
  141. {
  142. PromptController.Instance.ShowFloatTextPrompt("请通过前置关卡");
  143. return;
  144. }
  145. else
  146. {
  147. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelCfgId))
  148. {
  149. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelCfgId].IsPass)
  150. {
  151. PromptController.Instance.ShowFloatTextPrompt("关卡已通过!");
  152. return;
  153. }
  154. }
  155. }
  156. UI_CompStoryLevelItem.ProxyEnd();
  157. ViewManager.Show<FieldWorkLevelInfoView>(new object[] { levelCfgId });
  158. }
  159. private void RenderListTagItem(int index, GObject obj)
  160. {
  161. UI_ComTag item = UI_ComTag.Proxy(obj);
  162. string tag = FieldWorkDataManager.Instance.Tag[index];
  163. int tagType = CommonDataManager.Tables.TblTagCfg.GetOrDefault(tag).Type;
  164. item.m_txtTag.text = tag;
  165. item.m_loaTag.url = ResPathUtil.GetCommonGameResPath("fzd_bqbq_" + tagType);
  166. UI_ComTag.ProxyEnd();
  167. }
  168. protected override void OnHide()
  169. {
  170. base.OnHide();
  171. GRoot.inst.touchable = true;
  172. }
  173. private void StartCalculateScore()
  174. {
  175. ViewManager.Show<StoryFightSingleView>(null, true);
  176. ViewManager.DeleteViewStackCountDown(null, 1);
  177. }
  178. private void OnClickBtnBack()
  179. {
  180. ViewManager.GoBackFrom(typeof(FieldWorkLevelView).FullName);
  181. }
  182. private void OnClickBtnShop()
  183. {
  184. ViewManager.Show<StoreView>(new object[] { ConstStoreTabId.STORE_EXCHANGE, 3 });
  185. }
  186. private void OnClickBtnReSet()
  187. {
  188. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  189. {
  190. return;
  191. }
  192. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.Count == 0)
  193. {
  194. PromptController.Instance.ShowFloatTextPrompt("本周暂未参与该玩法,无法使用此功能!");
  195. return;
  196. }
  197. 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?")
  198. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  199. {
  200. bool result = await FieldWorkSproxy.ReqFieldWorkReset();
  201. if (result)
  202. {
  203. UpdateLevel();
  204. PromptController.Instance.ShowFloatTextPrompt("重置成功!");
  205. }
  206. else
  207. {
  208. //PromptController.Instance.ShowFloatTextPrompt("没有重置次数!");
  209. }
  210. });
  211. }
  212. private void OnClickBtnSkip()
  213. {
  214. int normal = CommonDataManager.Tables.TblCimbingTowerCfg.DataList[0].ClearanceLimit;
  215. int vip = CommonDataManager.Tables.TblCimbingTowerCfg.DataList[0].VipClearanceLimit;
  216. int canPassCount = 0;
  217. int isPassCount = 0;
  218. foreach (var item in FieldWorkDataManager.Instance.CimbingTowerLevelInfoList)
  219. {
  220. if (item.Value.IsPass)
  221. {
  222. isPassCount++;
  223. }
  224. }
  225. if (RoleDataManager.CheckIsMonthCardOpenByType(1) || RoleDataManager.CheckIsMonthCardOpenByType(1))
  226. {
  227. canPassCount = vip;
  228. }
  229. else
  230. {
  231. canPassCount = normal;
  232. }
  233. if (isPassCount > canPassCount)
  234. {
  235. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  236. return;
  237. }
  238. else if ((isPassCount >= FieldWorkDataManager.Instance.MaxLevelId &&
  239. FieldWorkDataManager.Instance.MaxLevelId < canPassCount))
  240. {
  241. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  242. return;
  243. }
  244. if (FieldWorkDataManager.Instance.MaxLevelId != 0)
  245. {
  246. 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?")
  247. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  248. {
  249. bool result = await FieldWorkSproxy.ReqFieldWorkOneClickPass();
  250. if (result)
  251. {
  252. UpdateLevel();
  253. PromptController.Instance.ShowFloatTextPrompt("一键通关成功!");
  254. }
  255. });
  256. }
  257. else
  258. {
  259. PromptController.Instance.ShowFloatTextPrompt("暂未满足通关要求,无法使用此功能!");
  260. }
  261. }
  262. private void CheckGuide(object param)
  263. {
  264. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  265. {
  266. UpdateCheckGuide(null);
  267. }
  268. else
  269. {
  270. Timers.inst.Remove(CheckGuide);
  271. }
  272. }
  273. protected void UpdateCheckGuide(object param)
  274. {
  275. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  276. 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!");
  277. GuideController.TryGuide(objGuide, ConstGuideId.FIELD, 3, "点击开始挑战!");
  278. GuideController.TryGuide(_ui.m_resetBtn.target, ConstGuideId.FIELD, 16,
  279. "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);
  280. GuideController.TryCompleteGuide(ConstGuideId.FIELD, 16);
  281. }
  282. }
  283. }