LuckyBoxBonusShowView.cs 22 KB

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  1. using UnityEngine;
  2. using FairyGUI;
  3. using UI.LuckyBox;
  4. using System.Collections.Generic;
  5. using System.Collections;
  6. namespace GFGGame
  7. {
  8. public class LuckyBoxBonusShowView : BaseWindow
  9. {
  10. private UI_LuckBoxBonusShowUI _ui;
  11. private List<ItemData> _rewardList = new List<ItemData>();
  12. private List<ItemData> _rewardItemList = new List<ItemData>();
  13. private Dictionary<int, Dictionary<int, EffectUI>> _effListTen = new Dictionary<int, Dictionary<int, EffectUI>>();
  14. private Dictionary<int, EffectUI> _effList = new Dictionary<int, EffectUI>();
  15. private Dictionary<int, int> _itemIdList = new Dictionary<int, int>();
  16. private Dictionary<int, GComponent> _itemObjList = new Dictionary<int, GComponent>();
  17. private List<int> _recordOpenIndex = new List<int>(); //记录打开过得item位置
  18. private List<int> _recordTurnIndex = new List<int>(); //记录播放过item位置
  19. private int _chooseIndex = -1; //当前选中的index
  20. private int _countShow = 0; //第几次展示
  21. private bool _handClick = false; //手动点击开启
  22. private bool _AnimationWait = true; //抽卡动画等待加载完毕
  23. private EffectUI _effectUI1;
  24. private EffectUI _effectUI2;
  25. private EffectUI _effectUI3;
  26. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  27. public override void Dispose()
  28. {
  29. EffectUIPool.Recycle(_effectUI1);
  30. _effectUI1 = null;
  31. EffectUIPool.Recycle(_effectUI2);
  32. _effectUI2 = null;
  33. EffectUIPool.Recycle(_effectUI3);
  34. _effectUI3 = null;
  35. for (int key = 0; key < _effListTen.Count; key++)
  36. {
  37. if (_effListTen.ContainsKey(key))
  38. {
  39. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  40. {
  41. if (_effListTen[key].ContainsKey(key1))
  42. {
  43. EffectUIPool.Recycle(_effListTen[key][key1]);
  44. _effListTen[key][key1] = null;
  45. }
  46. }
  47. }
  48. }
  49. _effListTen.Clear();
  50. for (int key = 0; key < _effList.Count; key++)
  51. {
  52. if (_effList.ContainsKey(key))
  53. {
  54. EffectUIPool.Recycle(_effList[key]);
  55. _effList[key] = null;
  56. }
  57. }
  58. _effList.Clear();
  59. if (_ui != null)
  60. {
  61. _ui.Dispose();
  62. _ui = null;
  63. }
  64. base.Dispose();
  65. }
  66. protected override void OnInit()
  67. {
  68. base.OnInit();
  69. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  70. _ui = UI_LuckBoxBonusShowUI.Create();
  71. this.viewCom = _ui.target;
  72. isfullScreen = true;
  73. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  74. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  75. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  76. UpdateEffect();
  77. }
  78. private void UpdateEffect()
  79. {
  80. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  81. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  82. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  83. }
  84. protected override void AddEventListener()
  85. {
  86. base.AddEventListener();
  87. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  88. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  90. }
  91. protected override void RemoveEventListener()
  92. {
  93. base.RemoveEventListener();
  94. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  95. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  97. }
  98. protected void OthershowViewClose()
  99. {
  100. _ui.m_touchFlipOpen.touchable = false;
  101. }
  102. protected void ReferNextShow()
  103. {
  104. int suitId = 0;
  105. if(_itemIdList.ContainsKey(_chooseIndex))
  106. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  107. if (_chooseIndex != -1 && suitId > 0)
  108. ClickItem(_chooseIndex);
  109. else
  110. {
  111. if (_handClick)
  112. {
  113. _handClick = false;
  114. Timers.inst.Remove(UpClickDataTime);
  115. _ui.m_touchFlipOpen.touchable = false;
  116. }
  117. }
  118. }
  119. protected override void OnShown()
  120. {
  121. base.OnShown();
  122. _rewardList.AddRange(this.viewData as List<ItemData>);
  123. _itemIdList.Clear();
  124. _itemObjList.Clear();
  125. _recordOpenIndex.Clear();
  126. _recordTurnIndex.Clear();
  127. _ui.m_BtnPass.visible = true;
  128. _ui.m_touchFlipOpen.touchable = false;
  129. if (_rewardList.Count == 1)
  130. {
  131. _ui.m_c1.selectedIndex = 0;
  132. UpdateItem(_ui.m_itemOne.target, 0, 1);
  133. }
  134. else
  135. {
  136. _ui.m_c1.selectedIndex = 1;
  137. for (int i = 0; i < _rewardList.Count; i++)
  138. {
  139. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  140. }
  141. }
  142. }
  143. protected override void OnHide()
  144. {
  145. _rewardList.Clear();
  146. base.OnHide();
  147. Timers.inst.Remove(UpDataTime);
  148. Timers.inst.Remove(UpClickDataTime);
  149. Timers.inst.Remove(touchFlipOpen);
  150. foreach (var v in _effectUIDic)
  151. {
  152. EffectUIPool.Recycle(v.Value);
  153. }
  154. _effectUIDic.Clear();
  155. }
  156. private void UpdateItem(GComponent com, int index, int countType)
  157. {
  158. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  159. ItemData itemData = _rewardList[index];
  160. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  161. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  162. item.m_comIcon.m_txtName.text = itemCfg.name;
  163. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  164. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  165. item.m_comIcon.m_t1.Play();
  166. // 圆盘出现时等待玩家点击的特效
  167. switch (itemCfg.rarity)
  168. {
  169. case 1:
  170. break;
  171. case 2:
  172. break;
  173. case 3:
  174. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  175. break;
  176. case 4:
  177. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  178. break;
  179. }
  180. //带特效的处理先注释
  181. //item.m_comIcon.m_holder.visible = false;
  182. //item.m_comIcon.m_holder1.visible = false;
  183. //if (itemCfg.rarity > 2) {
  184. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  185. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  186. // holder.visible = true;
  187. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  188. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  189. // {
  190. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  191. // if (!_effListTen.ContainsKey(index))
  192. // {
  193. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  194. // if (itemCfg.rarity == 3)
  195. // effectList.Add(0, _effectUI);
  196. // else if (itemCfg.rarity == 4)
  197. // effectList.Add(1, _effectUI);
  198. // _effListTen.Add(index, effectList);
  199. // }
  200. // else {
  201. // if (itemCfg.rarity == 3)
  202. // _effListTen[index].Add(0, _effectUI);
  203. // else if (itemCfg.rarity == 4)
  204. // _effListTen[index].Add(1, _effectUI);
  205. // }
  206. // }
  207. // if (countType == 1 &&
  208. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  209. // {
  210. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  211. // if (itemCfg.rarity == 3)
  212. // _effList.Add(0, _effectUI);
  213. // else if (itemCfg.rarity == 4)
  214. // _effList.Add(1, _effectUI);
  215. // }
  216. //}
  217. int count = 0;
  218. bool isFirst = false;
  219. for (int i = 0; i < _rewardList.Count; i++)
  220. {
  221. if (_rewardList[i].id == itemData.id) count++;
  222. if (count == 1 && i == index) isFirst = true;
  223. }
  224. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  225. item.m_t0.Play();
  226. if (item.target.data == null)
  227. {
  228. item.target.onClick.Add(ShowItemTips);
  229. }
  230. item.target.data = index;
  231. _itemIdList.Add(index, itemCfg.id);
  232. _itemObjList.Add(index, com);
  233. UI_LuckyBoxBonusShowItem.ProxyEnd();
  234. }
  235. private void ShowItemTips(EventContext context)
  236. {
  237. GObject obj = context.sender as GObject;
  238. int index = (int)obj.data;
  239. _chooseIndex = index;
  240. HandClickItem(index);
  241. }
  242. private void HandClickItem(int index)
  243. {
  244. _ui.m_touchFlipOpen.touchable = true;
  245. _handClick = true;
  246. ClickItem(index);
  247. //翻牌动画
  248. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  249. }
  250. private void UpClickDataTime(object param = null)
  251. {
  252. int index = (int)param;
  253. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  254. {
  255. Timers.inst.Remove(UpClickDataTime);
  256. HideOtherShowWindow();
  257. _ui.m_touchFlipOpen.touchable = false;
  258. }
  259. else
  260. ClickItem(index);
  261. }
  262. void ClickItem(int index)
  263. {
  264. if (_recordOpenIndex.Count >= _rewardList.Count)
  265. _ui.m_BtnPass.visible = false;
  266. if (!_recordOpenIndex.Contains(index))
  267. TurnItem(index);
  268. else
  269. {
  270. if (!_recordTurnIndex.Contains(index))
  271. ShowTurnItem(index);
  272. else
  273. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  274. }
  275. }
  276. private void OnClickLoaBg()
  277. {
  278. if (_recordOpenIndex.Count >= _rewardList.Count)
  279. {
  280. _chooseIndex = -1;
  281. this.Hide();
  282. }
  283. else
  284. {
  285. for (int index = 0; index < _rewardList.Count; index++)
  286. {
  287. if (!_recordOpenIndex.Contains(index))
  288. {
  289. _chooseIndex = index;
  290. HandClickItem(index);
  291. break;
  292. }
  293. }
  294. }
  295. }
  296. private void OnClickBtnPass()
  297. {
  298. for (int index = 0; index < _rewardList.Count; index++)
  299. {
  300. if (!_recordOpenIndex.Contains(index))
  301. {
  302. int count = 0;
  303. bool isFirst = false;
  304. for (int i = 0; i < _rewardList.Count; i++)
  305. {
  306. if (_rewardList[i].id == _rewardList[index].id) count++;
  307. if (count == 1 && i == index) isFirst = true;
  308. }
  309. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  310. if (!open)
  311. {
  312. _chooseIndex = -1;
  313. ClickItem(index);
  314. }
  315. }
  316. }
  317. ClickPass();
  318. }
  319. private void ClickPass()
  320. {
  321. GetSuitItemController.isAuto = true;
  322. _ui.m_touchFlipOpen.touchable = true;
  323. _ui.m_BtnPass.visible = false;
  324. for (int i = 0; i < _rewardList.Count; i++)
  325. {
  326. TurnItem(i);
  327. }
  328. //展示获得物品
  329. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  330. }
  331. private void UpDataTime(object param = null)
  332. {
  333. _ui.m_touchFlipOpen.touchable = true;
  334. if (_recordTurnIndex.Count >= _rewardList.Count)
  335. {
  336. Timers.inst.Remove(UpDataTime);
  337. HideOtherShowWindow();
  338. _ui.m_touchFlipOpen.touchable = false;
  339. GetSuitItemController.isAuto = false;
  340. }
  341. for (int i = 0; i < _rewardList.Count; i++)
  342. {
  343. if (!_recordTurnIndex.Contains(i))
  344. {
  345. ShowTurnItem(i);
  346. break;
  347. }
  348. }
  349. }
  350. //控制展示获得物品界面
  351. private void ShowTurnItem(int index)
  352. {
  353. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  354. if (!_AnimationWait)
  355. return;
  356. if (item.m_comIcon.m_imgNew.visible)
  357. {
  358. _countShow += 1;
  359. //判断是否有套装需要展示
  360. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  361. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  362. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  363. {
  364. if (_countShow == 1)
  365. {
  366. ViewManager.Hide<SuitItemView>();
  367. ViewManager.Hide<LuckyBoxNewCardView>();
  368. ViewManager.Hide<GetSuitItemVIew>();
  369. _rewardItemList.Clear();
  370. _rewardItemList.Add(_rewardList[index]);
  371. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  372. }
  373. else
  374. {
  375. ViewManager.Hide<LuckyBoxNewDressView>();
  376. ViewManager.Hide<LuckyBoxNewCardView>();
  377. int count = 0;
  378. int totalCount = 0;
  379. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  380. if (_countShow == 2) //展示进度条界面
  381. {
  382. int countSuitId = 0;
  383. for (int i = index + 1; i < _rewardList.Count; i++)
  384. {
  385. if (_rewardList[i].id != _itemIdList[index]) {
  386. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  387. if (itemSuitId == suitId)
  388. countSuitId++;
  389. }
  390. }
  391. count = count - countSuitId;
  392. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  393. }
  394. else if (_countShow == 3) //展示集齐套装界面
  395. {
  396. ViewManager.Hide<SuitItemView>();
  397. ViewManager.Show<GetSuitItemVIew>(suitId);
  398. _AnimationWait = false;
  399. }
  400. //判断是否需要显示集齐套装界面(需要的时候晚3个定时器时间)
  401. if (count < totalCount || (count >= totalCount && _countShow > 5))
  402. {
  403. _recordTurnIndex.Add(index);
  404. _countShow = 0;
  405. if (_handClick)
  406. {
  407. _handClick = false;
  408. Timers.inst.Remove(UpClickDataTime);
  409. _ui.m_touchFlipOpen.touchable = false;
  410. }
  411. }
  412. }
  413. }
  414. else
  415. {
  416. //词牌和不是套装进这里
  417. ViewManager.Hide<SuitItemView>();
  418. ViewManager.Hide<LuckyBoxNewCardView>();
  419. ViewManager.Hide<GetSuitItemVIew>();
  420. _rewardItemList.Clear();
  421. _rewardItemList.Add(_rewardList[index]);
  422. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  423. _recordTurnIndex.Add(index);
  424. _countShow = 0;
  425. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  426. }
  427. }
  428. else
  429. {
  430. _recordTurnIndex.Add(index);
  431. _ui.m_touchFlipOpen.touchable = false;
  432. }
  433. UI_LuckyBoxBonusShowItem.ProxyEnd();
  434. }
  435. private void touchFlipOpen(object param)
  436. {
  437. Timers.inst.Remove(touchFlipOpen);
  438. _ui.m_touchFlipOpen.touchable = false;
  439. }
  440. private void TurnItem(int index)
  441. {
  442. if (!_recordOpenIndex.Contains(index))
  443. {
  444. // 删除 “等待翻开” 的特效
  445. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  446. {
  447. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  448. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  449. }
  450. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  451. {
  452. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  453. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  454. }
  455. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  456. if (!item.m_comIcon.m_imgNew.visible)
  457. _recordTurnIndex.Add(index);
  458. //先翻开牌面
  459. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  460. //item.m_t1.Play();
  461. item.m_t2.Play();
  462. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  463. // 点击特效
  464. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  465. // 翻开特效
  466. switch (itemCfg.rarity)
  467. {
  468. case 1:
  469. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  470. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  471. break;
  472. case 2:
  473. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  474. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  475. break;
  476. case 3:
  477. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  478. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  479. break;
  480. case 4:
  481. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  482. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  483. break;
  484. }
  485. item.m_comIcon.m_t0.Play();
  486. _recordOpenIndex.Add(index);
  487. UI_LuckyBoxBonusShowItem.ProxyEnd();
  488. }
  489. }
  490. private void HideOtherShowWindow()
  491. {
  492. ViewManager.Hide<SuitItemView>();
  493. ViewManager.Hide<GetSuitItemVIew>();
  494. ViewManager.Hide<LuckyBoxNewDressView>();
  495. ViewManager.Hide<LuckyBoxNewCardView>();
  496. }
  497. private void SetAnimationWait()
  498. {
  499. _AnimationWait = true;
  500. }
  501. }
  502. }