BuyBattlePassLevelView.cs 3.9 KB

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  1. using System.Linq;
  2. using ET;
  3. using FairyGUI;
  4. using UI.Task;
  5. namespace GFGGame
  6. {
  7. public class BuyBattlePassLevelView : BaseWindow
  8. {
  9. private UI_BuyBattlePassLevelUI _ui;
  10. private int addLevel = 1;
  11. public override void Dispose()
  12. {
  13. if (_ui != null)
  14. {
  15. _ui.Dispose();
  16. _ui = null;
  17. }
  18. base.Dispose();
  19. }
  20. protected override void OnInit()
  21. {
  22. base.OnInit();
  23. packageName = UI_OpenBattlePassUI.PACKAGE_NAME;
  24. _ui = UI_BuyBattlePassLevelUI.Create();
  25. viewCom = _ui.target;
  26. viewCom.Center();
  27. _ui.m_CloseBtn.onClick.Add(Hide);
  28. // clickBlankToClose = false;
  29. _ui.m_Rewards.itemRenderer = SpecialRewardRender;
  30. var globalCfgBattlePassLevelConsumeArr = CommonDataManager.Tables.TblGlobalCfg.BattlePassLevelConsume;
  31. _ui.m_AddLevelBtn.icon =
  32. ResPathUtil.GetCommonGameResPath(CommonDataManager.Tables.TblItemCfg
  33. .GetOrDefault(globalCfgBattlePassLevelConsumeArr[0].ItemId).Res);
  34. _ui.m_Add.onClick.Add(OnAddLevel);
  35. _ui.m_Reduce.onClick.Add(OnReduceLevel);
  36. _ui.m_AddLevelBtn.onClick.Add(OnRequestAddLevel);
  37. modal = true;
  38. }
  39. protected override void OnShown()
  40. {
  41. SetLevel();
  42. base.OnShown();
  43. }
  44. private static void SpecialRewardRender(int index, GObject obj)
  45. {
  46. var itemInfos = (int[][])obj.parent.data;
  47. var itemInfo = itemInfos[index];
  48. ItemUtil.CreateItemView(new ItemParamProto() { ItemId = itemInfo[0], Count = itemInfo[1] },
  49. obj as GComponent);
  50. }
  51. private void SetLevel()
  52. {
  53. var dataManager = BattlePassTaskDataManager.Instance;
  54. var battlePassLevel = dataManager.GetBattlePassLevel();
  55. _ui.m_Tip.SetVar("startLeve", battlePassLevel.ToString())
  56. .SetVar("endLevel", (battlePassLevel + addLevel).ToString()).FlushVars();
  57. var globalCfgBattlePassLevelConsumeArr = CommonDataManager.Tables.TblGlobalCfg.BattlePassLevelConsume;
  58. var count = globalCfgBattlePassLevelConsumeArr[0].Count;
  59. _ui.m_AddLevelBtn.text = (addLevel * count).ToString();
  60. var upLevelReward = dataManager.GetUpLevelReward(addLevel);
  61. _ui.m_Rewards.data = upLevelReward;
  62. _ui.m_Rewards.numItems = upLevelReward?.Count ?? 0;
  63. }
  64. private void OnReduceLevel(EventContext context)
  65. {
  66. if (addLevel == 0)
  67. {
  68. return;
  69. }
  70. addLevel -= 1;
  71. SetLevel();
  72. }
  73. private void OnAddLevel(EventContext context)
  74. {
  75. var newLevel = addLevel + 1;
  76. var dataManager = BattlePassTaskDataManager.Instance;
  77. var cfg = CommonDataManager.Tables.TblBattlePassCfg.DataList
  78. .Where(a => a.Id == dataManager.GetSeasonId() && a.Level == newLevel).ToList();
  79. if (cfg.Count == 0)
  80. {
  81. return;
  82. }
  83. addLevel = newLevel;
  84. SetLevel();
  85. }
  86. private async void OnRequestAddLevel(EventContext context)
  87. {
  88. //检查是否消耗足够
  89. System.Collections.Generic.List<cfg.ItemParam> globalCfgBattlePassLevelConsumeArr =
  90. CommonDataManager.Tables.TblGlobalCfg.BattlePassLevelConsume;
  91. if (!ItemUtil.CheckItemEnough(globalCfgBattlePassLevelConsumeArr))
  92. {
  93. PromptController.Instance.ShowFloatTextPrompt("货币不够!");
  94. return;
  95. }
  96. var isBuy = await BattlePassTaskSProxy.BuyBattlePassLevel(addLevel);
  97. if (isBuy)
  98. {
  99. Hide();
  100. }
  101. }
  102. }
  103. }