BattlePassTaskView.cs 14 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using cfg.GfgCfg;
  4. using ET;
  5. using FairyGUI;
  6. using UI.Task;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class BattlePassTaskView : BaseWindow
  11. {
  12. private UI_BattlePassRewardUI _ui;
  13. private List<BattlePassCfg> _rewardCfgs;
  14. public override void Dispose()
  15. {
  16. if (_ui != null)
  17. {
  18. _ui.Dispose();
  19. _ui = null;
  20. }
  21. base.Dispose();
  22. }
  23. protected override void OnInit()
  24. {
  25. base.OnInit();
  26. packageName = UI_BattlePassRewardUI.PACKAGE_NAME;
  27. _ui = UI_BattlePassRewardUI.Create();
  28. viewCom = _ui.target;
  29. isfullScreen = true;
  30. isReturnView = true;
  31. clickBlankToClose = false;
  32. _ui.m_btnOpen.onClick.Add(OnBtnOpenClick);
  33. _ui.m_btnBuyLevel.onClick.Add(OnBtnBuyLevel);
  34. _ui.m_btnGetAll.onClick.Add(OnBtnGetAllClick);
  35. _ui.m_RewardList.itemRenderer = ListBoxRewardItemRender;
  36. _ui.m_RewardList.SetVirtual();
  37. _ui.m_SpecialReward.m_RewardList.itemRenderer = SpecialRewardRender;
  38. _ui.m_tip.onClick.Add(RuleController.ShowRuleView);
  39. _ui.m_tip.data = 300012;
  40. _ui.m_LevelProcess.m_loaIcon.url =
  41. ResPathUtil.GetCommonGameResPath(CommonDataManager.Tables.TblItemCfg.GetOrDefault(ConstItemID.BATTLE_PASS_CURRENCY).Res);
  42. }
  43. protected override void OnHide()
  44. {
  45. base.OnHide();
  46. Timers.inst.Remove(UpdateTime);
  47. }
  48. protected override void OnShown()
  49. {
  50. base.OnShown();
  51. oldLevel = 0;
  52. SetSeasonLeftTime();
  53. SetBattlePassLevel();
  54. SetOpenBattlePassBtnStatus();
  55. FreshSpecialReward(oldLevel);
  56. var battlePassCfgs =
  57. CommonDataManager.Tables.TblBattlePassCfg.GetGroup1ById(BattlePassTaskDataManager.Instance.GetSeasonId());
  58. var minLevel =
  59. (from battlePassCfg in battlePassCfgs
  60. let state = BattlePassTaskDataManager.Instance.GetRewardState(battlePassCfg.Level)
  61. where battlePassCfg.Level != 0 && state != 2
  62. select battlePassCfg.Level).FirstOrDefault();
  63. minLevel = Mathf.Max(1, minLevel);
  64. _ui.m_RewardList.ScrollToView(minLevel - 1);
  65. }
  66. protected override void AddEventListener()
  67. {
  68. base.AddEventListener();
  69. //监听通行证等级变化
  70. EventAgent.AddEventListener(ConstMessage.BATTLEPASS_LEVEL_CHANGE, SetBattlePassLevel);
  71. EventAgent.AddEventListener(ConstMessage.NOTICE_PASSPORT_OPEN, OnBattlePassOpen);
  72. EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, OnItemChange);
  73. }
  74. protected override void RemoveEventListener()
  75. {
  76. base.RemoveEventListener();
  77. EventAgent.RemoveEventListener(ConstMessage.BATTLEPASS_LEVEL_CHANGE, SetBattlePassLevel);
  78. EventAgent.RemoveEventListener(ConstMessage.NOTICE_PASSPORT_OPEN, OnBattlePassOpen);
  79. EventAgent.RemoveEventListener(ConstMessage.ITEM_CHANGED, OnItemChange);
  80. }
  81. private void OnBattlePassOpen()
  82. {
  83. SetOpenBattlePassBtnStatus();
  84. FreshReward();
  85. }
  86. private void OnItemChange(EventContext eventContext)
  87. {
  88. var itemId = (int)eventContext.data;
  89. if (itemId != ConstItemID.BATTLE_PASS_CURRENCY) return;
  90. //刷新积分列表
  91. SetExpProcess();
  92. }
  93. //开启通行证
  94. private void OnBtnOpenClick(EventContext context)
  95. {
  96. ViewManager.Show<OpenBattlePassView>();
  97. }
  98. private void OnBtnBuyLevel(EventContext context)
  99. {
  100. var dataManager = BattlePassTaskDataManager.Instance;
  101. var seasonId = dataManager.GetSeasonId();
  102. var battlePassCfg =
  103. CommonDataManager.Tables.TblBattlePassCfg.GetGroup1ByIdAndLevel(seasonId, dataManager.GetBattlePassLevel() + 1);
  104. if(battlePassCfg == null)
  105. {
  106. PromptController.Instance.ShowFloatTextPrompt("已经满级");
  107. return;
  108. }
  109. ViewManager.Show<BuyBattlePassLevelView>();
  110. }
  111. //领取奖励
  112. private async void OnBtnGetClick(EventContext context)
  113. {
  114. if (!(context.sender is GObject obj)) return;
  115. var id = (int)obj.data;
  116. var get = await BattlePassTaskSProxy.GetBattlePassReward(id);
  117. if (!get) return;
  118. SetBattlePassLevel();
  119. }
  120. //继续领取
  121. private void OnBtnContinueClick(EventContext context)
  122. {
  123. // if (!(context.sender is GObject obj)) return;
  124. // var id = (int)obj.data;
  125. // var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  126. // if (!isBuy)
  127. // {
  128. ViewManager.Show<OpenBattlePassView>();
  129. // return;
  130. // }
  131. // var get = await BattlePassTaskSProxy.GetBattlePassReward(id);
  132. // if (!get) return;
  133. // SetBattlePassLevel();
  134. }
  135. //领取全部奖励
  136. private async void OnBtnGetAllClick(EventContext context)
  137. {
  138. var get = await BattlePassTaskSProxy.GetAllBattlePassReward(onSuccess: () =>
  139. {
  140. var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  141. if (isBuy) return;
  142. ViewManager.Show<OpenBattlePassView>();
  143. });
  144. if (!get) return;
  145. SetBattlePassLevel();
  146. }
  147. //前往
  148. // private void OnBtnGoClick(EventContext context)
  149. // {
  150. // Hide();
  151. // var btnGo = context.sender as GObject;
  152. // if (btnGo == null) return;
  153. // ViewManager.Show($"GFGGame.{btnGo.data}", null, new[] { typeof(TaskView).FullName, viewData }, true);
  154. // }
  155. private void ListBoxRewardItemRender(int index, GObject obj)
  156. {
  157. var item = UI_BattlePassRewardItem.Proxy(obj);
  158. var level = index + 1;
  159. //设置进度
  160. item.m_imageProgress.visible = BattlePassTaskDataManager.Instance.GetBattlePassLevel() >= level;
  161. //这里跳过为0的第一个配置
  162. var battlePassCfg = _rewardCfgs[level];
  163. //设置等级
  164. item.m_Level.text = battlePassCfg.Level.ToString();
  165. //设置奖励
  166. var bonusNormalArr = battlePassCfg.BonusNormal;
  167. if (bonusNormalArr != null && bonusNormalArr.Count > 0)
  168. {
  169. item.m_NormalReward.visible = true;
  170. var itemData = ItemUtil.createItemData(new ItemParamProto(){ItemId = bonusNormalArr[0].ItemId,Count = bonusNormalArr[0].Count});
  171. var itemView = new ItemView(item.m_NormalReward);
  172. item.m_NormalReward.data ??= itemView;
  173. itemView.SetData(itemData);
  174. itemView.ChangeTxtCountStyle();
  175. itemView.GrpGotVisible = BattlePassTaskDataManager.Instance.CheckLevelRewardGet(level);
  176. }
  177. else
  178. {
  179. item.m_NormalReward.data = null;
  180. item.m_NormalReward.visible = false;
  181. }
  182. if (item.m_RewardList.data == null)
  183. {
  184. item.m_RewardList.itemRenderer = SpecialRewardRender;
  185. }
  186. var superLevelRewardGet = BattlePassTaskDataManager.Instance.CheckSuperLevelRewardGet(level);
  187. item.m_RewardList.data = (battlePassCfg.BonusSpecial, superLevelRewardGet);
  188. item.m_RewardList.numItems = battlePassCfg.BonusSpecial.Count;
  189. //获取玩家当前的通行证等级
  190. var state = BattlePassTaskDataManager.Instance.GetRewardState(level);
  191. //设置按钮状态
  192. SetBtnState(item, battlePassCfg.Level, state);
  193. item.target.data = battlePassCfg;
  194. UI_BattlePassRewardItem.ProxyEnd();
  195. FreshSpecialReward(level);
  196. }
  197. //SpecialRewardRender
  198. private static void SpecialRewardRender(int index, GObject obj)
  199. {
  200. var keyValuePair = ((int[][], bool))obj.parent.data;
  201. var itemInfo = keyValuePair.Item1[index];
  202. var itemData = ItemUtil.createItemData(new ItemParamProto(){ItemId = itemInfo[0],Count = itemInfo[1]});
  203. var itemView = new ItemView(obj as GComponent);
  204. obj.data ??= itemView;
  205. itemView.SetData(itemData);
  206. itemView.ChangeTxtCountStyle();
  207. itemView.GrpGotVisible = keyValuePair.Item2;
  208. }
  209. //根据状态设置按钮
  210. private void SetBtnState(UI_BattlePassRewardItem item, int id, int state)
  211. {
  212. item.m_c1.selectedIndex = state;
  213. RedDotController.Instance.SetComRedDot(item.m_GetRewardBt, state == 1);
  214. if (item.m_GetRewardBt.data == null)
  215. {
  216. item.m_GetRewardBt.onClick.Add(OnBtnGetClick);
  217. }
  218. item.m_GetRewardBt.data = id;
  219. //继续领取
  220. if (item.m_ContinueBt.data == null)
  221. {
  222. item.m_ContinueBt.onClick.Add(OnBtnContinueClick);
  223. }
  224. item.m_ContinueBt.data = id;
  225. //前往
  226. if (item.m_ComeBt.data == null)
  227. {
  228. item.m_ComeBt.enabled = false;
  229. }
  230. item.m_ComeBt.data = id;
  231. }
  232. //设置赛季剩余时间
  233. private void SetSeasonLeftTime()
  234. {
  235. //获取赛季结束时间
  236. Timers.inst.Add(1, 0, UpdateTime);
  237. }
  238. //UpdateTime
  239. private void UpdateTime(object param)
  240. {
  241. var seasonEndTime = BattlePassTaskDataManager.Instance.GetSeasonEndTime();
  242. var leftTime = seasonEndTime - TimeHelper.ServerNow();
  243. if (leftTime <= 0)
  244. {
  245. Timers.inst.Remove(UpdateTime);
  246. return;
  247. }
  248. _ui.m_LeftTime.text = TimeUtil.FormattingTimeTo_DDHHmm(leftTime);
  249. }
  250. private void SetBattlePassLevel()
  251. {
  252. //获取玩家当前的通行证等级
  253. var dataManager = BattlePassTaskDataManager.Instance;
  254. var battlePassLevel = dataManager.GetBattlePassLevel();
  255. var uiExpProcess = _ui.m_LevelProcess;
  256. uiExpProcess.m_Level.text = battlePassLevel.ToString();
  257. SetExpProcess();
  258. }
  259. private void SetExpProcess()
  260. {
  261. var dataManager = BattlePassTaskDataManager.Instance;
  262. var seasonId = dataManager.GetSeasonId();
  263. var uiExpProcess = _ui.m_LevelProcess;
  264. //获取当前等级的经验
  265. var battlePassCfg =
  266. CommonDataManager.Tables.TblBattlePassCfg.Get(seasonId, dataManager.GetBattlePassLevel());
  267. if (battlePassCfg == null)
  268. {
  269. //已经超过了最大等级
  270. uiExpProcess.target.max = 100;
  271. uiExpProcess.target.value = 0;
  272. uiExpProcess.m_c1.selectedIndex = 1;
  273. }
  274. else
  275. {
  276. uiExpProcess.target.max = battlePassCfg.Value;
  277. uiExpProcess.target.value = dataManager.GetBattlePassExp();
  278. uiExpProcess.m_NumProcess.SetVar("value", dataManager.GetBattlePassExp().ToString())
  279. .SetVar("maxValue", battlePassCfg.Value.ToString()).FlushVars();
  280. FreshReward();
  281. }
  282. }
  283. private void FreshReward()
  284. {
  285. //刷新奖励列表
  286. _rewardCfgs =
  287. new List<BattlePassCfg>(
  288. CommonDataManager.Tables.TblBattlePassCfg.GetGroup1ById(BattlePassTaskDataManager.Instance.GetSeasonId()));
  289. //去掉第一个为0的配置
  290. _ui.m_RewardList.numItems = _rewardCfgs.Count - 1;
  291. }
  292. private void SetOpenBattlePassBtnStatus()
  293. {
  294. //通行证是否购买
  295. var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  296. _ui.m_c1.selectedIndex = isBuy ? 1 : 0;
  297. }
  298. private int oldLevel;
  299. //刷新特别大奖展示
  300. private void FreshSpecialReward(int level)
  301. {
  302. var battlePassCfg = BattlePassTaskDataManager.Instance.GetSpecialCfg(level);
  303. var uiBattlePassReward = _ui.m_SpecialReward;
  304. if (battlePassCfg == null)
  305. {
  306. uiBattlePassReward.target.visible = false;
  307. return;
  308. }
  309. var newLeve = battlePassCfg.Level;
  310. if (newLeve == oldLevel) return;
  311. oldLevel = newLeve;
  312. uiBattlePassReward.target.visible = true;
  313. uiBattlePassReward.m_Level.text = newLeve.ToString();
  314. //设置奖励
  315. var bonusNormalArr = battlePassCfg.BonusNormal;
  316. if (bonusNormalArr != null && bonusNormalArr.Count > 0)
  317. {
  318. uiBattlePassReward.m_NormalReward.visible = true;
  319. var itemData = ItemUtil.createItemData(bonusNormalArr[0].ToGfgGameItemParam());
  320. var item = new ItemView(uiBattlePassReward.m_NormalReward);
  321. item.SetData(itemData);
  322. item.ChangeTxtCountStyle();
  323. }
  324. else
  325. {
  326. uiBattlePassReward.m_NormalReward.visible = false;
  327. }
  328. var state = BattlePassTaskDataManager.Instance.CheckSuperLevelRewardGet(level);
  329. uiBattlePassReward.m_RewardList.data = (battlePassCfg.BonusSpecial, state);
  330. uiBattlePassReward.m_RewardList.numItems = battlePassCfg.BonusSpecial.Count;
  331. }
  332. }
  333. }