FieldWorkLevelView.cs 11 KB

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  1. using FairyGUI;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using ET;
  5. using UI.FieldWork;
  6. using UI.CommonGame;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class FieldWorkLevelView : BaseWindow
  11. {
  12. private UI_FieldWorkLevelUI _ui;
  13. private CimbingTowerLevelCfg[] LevelList;
  14. private GameObject gamey;
  15. private float indexY;
  16. private EffectUI _effectUI1;
  17. private GComponent objGuide;
  18. public override void Dispose()
  19. {
  20. if (_ui != null)
  21. {
  22. _ui.Dispose();
  23. _ui = null;
  24. }
  25. if (_effectUI1 != null)
  26. {
  27. EffectUIPool.Recycle(_effectUI1);
  28. _effectUI1 = null;
  29. }
  30. base.Dispose();
  31. }
  32. protected override void Init()
  33. {
  34. base.Init();
  35. packageName = UI_FieldWorkLevelUI.PACKAGE_NAME;
  36. _ui = UI_FieldWorkLevelUI.Create();
  37. viewCom = _ui.target;
  38. isfullScreen = true;
  39. isReturnView = true;
  40. _ui.m_BtnBack.onClick.Add(OnClickBtnBack);
  41. _ui.m_shopBtn.target.onClick.Add(OnClickBtnShop);
  42. _ui.m_resetBtn.target.onClick.Add(OnClickBtnReSet);
  43. _ui.m_passBtn.target.onClick.Add(OnClickBtnSkip);
  44. _ui.m_listTag.itemRenderer = RenderListTagItem;
  45. _ui.m_ruleBtn.onClick.Add(RuleController.ShowRuleView);
  46. _ui.m_ruleBtn.data = 300035;
  47. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_bgEffect, "ui_zj", "Tydc_All/Tydc_All");
  48. }
  49. protected override void AddEventListener()
  50. {
  51. base.AddEventListener();
  52. EventAgent.AddEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  53. EventAgent.AddEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  54. }
  55. protected override void RemoveEventListener()
  56. {
  57. base.RemoveEventListener();
  58. EventAgent.RemoveEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  59. EventAgent.RemoveEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  60. }
  61. protected override void OnShown()
  62. {
  63. base.OnShown();
  64. gamey = GameObject.Find("Stage/GRoot/Window - FieldWorkLevelUI/ContentPane/CompChapter/Container/Container");
  65. objGuide = _ui.m_chapter.m_compChapterScroll.target.GetChild("g0").asCom;
  66. _ui.m_Bg.url = ResPathUtil.GetBgImgPath("bg_tydc");
  67. _ui.m_shopBtn.target.visible = false;
  68. LevelList = CimbingTowerLevelCfgArray.Instance.dataArray;
  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.Length; 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.Length-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. int levelCount = CimbingTowerLevelCfgArray.Instance.dataArray.Length - isPassCount;
  117. float height = _ui.m_chapter.target.height;
  118. float value = 300 / (_ui.m_chapter.target.height / 1080.0f);
  119. indexY = value * Mathf.Max(0, (float)levelCount);
  120. _ui.m_chapter.target.scrollPane.posY = indexY;
  121. }
  122. private void OnClickLevelItem(EventContext context)
  123. {
  124. UI_CompStoryLevelItem levelItem = UI_CompStoryLevelItem.Proxy(context.sender as GObject);
  125. int levelCfgId = (int)levelItem.target.data;
  126. if(levelItem.m_lock.visible)
  127. {
  128. PromptController.Instance.ShowFloatTextPrompt("请通过前置关卡");
  129. return;
  130. }
  131. else
  132. {
  133. if(FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelCfgId))
  134. {
  135. if(FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelCfgId].IsPass)
  136. {
  137. PromptController.Instance.ShowFloatTextPrompt("关卡已通过!");
  138. return;
  139. }
  140. }
  141. }
  142. UI_CompStoryLevelItem.ProxyEnd();
  143. ViewManager.Show<FieldWorkLevelInfoView>(new object[] { levelCfgId });
  144. }
  145. private void RenderListTagItem(int index, GObject obj)
  146. {
  147. UI_ComTag item = UI_ComTag.Proxy(obj);
  148. string tag = FieldWorkDataManager.Instance.Tag[index];
  149. int tagType = TagCfgArray.Instance.GetCfg(tag).type;
  150. item.m_txtTag.text = tag;
  151. item.m_loaTag.url = ResPathUtil.GetCommonGameResPath("fzd_bqbq_" + tagType);
  152. UI_ComTag.ProxyEnd();
  153. }
  154. protected override void OnHide()
  155. {
  156. base.OnHide();
  157. GRoot.inst.touchable = true;
  158. }
  159. private void StartCalculateScore()
  160. {
  161. ViewManager.Show<StoryFightSingleView>(null, true);
  162. ViewManager.DeleteViewStackCountDown(null, 1);
  163. }
  164. private void OnClickBtnBack()
  165. {
  166. ViewManager.GoBackFrom(typeof(FieldWorkLevelView).FullName);
  167. }
  168. private void OnClickBtnShop()
  169. {
  170. ViewManager.Show<StoreView>(new object[] { ConstStoreTabId.STORE_EXCHANGE, 3 });
  171. }
  172. private void OnClickBtnReSet()
  173. {
  174. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  175. {
  176. return;
  177. }
  178. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.Count == 0)
  179. {
  180. PromptController.Instance.ShowFloatTextPrompt("本周暂未参与该玩法,无法使用此功能!");
  181. return;
  182. }
  183. 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?")
  184. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  185. {
  186. bool result = await FieldWorkSproxy.ReqFieldWorkReset();
  187. if (result)
  188. {
  189. UpdateLevel();
  190. PromptController.Instance.ShowFloatTextPrompt("重置成功!");
  191. }
  192. else
  193. {
  194. //PromptController.Instance.ShowFloatTextPrompt("没有重置次数!");
  195. }
  196. });
  197. }
  198. private void OnClickBtnSkip()
  199. {
  200. int normal = CimbingTowerCfgArray.Instance.dataArray[0].ClearanceLimit;
  201. int vip = CimbingTowerCfgArray.Instance.dataArray[0].VipClearanceLimit;
  202. int canPassCount = 0;
  203. int isPassCount = 0;
  204. foreach (var item in FieldWorkDataManager.Instance.CimbingTowerLevelInfoList)
  205. {
  206. if (item.Value.IsPass)
  207. {
  208. isPassCount++;
  209. }
  210. }
  211. if (RoleDataManager.CheckIsMonthCardOpenByType(1) || RoleDataManager.CheckIsMonthCardOpenByType(1))
  212. {
  213. canPassCount = vip;
  214. }
  215. else
  216. {
  217. canPassCount = normal;
  218. }
  219. if (isPassCount > canPassCount)
  220. {
  221. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  222. return;
  223. }
  224. else if((isPassCount >= FieldWorkDataManager.Instance.MaxLevelId && FieldWorkDataManager.Instance.MaxLevelId < canPassCount))
  225. {
  226. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  227. return;
  228. }
  229. if (FieldWorkDataManager.Instance.MaxLevelId != 0)
  230. {
  231. AlertUI.Show("一键通关不消耗服装和词牌的使用次数,每周可使用一次,是否快速通关?")
  232. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  233. {
  234. bool result = await FieldWorkSproxy.ReqFieldWorkOneClickPass();
  235. if (result)
  236. {
  237. UpdateLevel();
  238. PromptController.Instance.ShowFloatTextPrompt("一键通关成功!");
  239. }
  240. });
  241. }
  242. else
  243. {
  244. PromptController.Instance.ShowFloatTextPrompt("暂未满足通关要求,无法使用此功能!");
  245. }
  246. }
  247. private void CheckGuide(object param)
  248. {
  249. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  250. {
  251. UpdateCheckGuide(null);
  252. }
  253. else
  254. {
  255. Timers.inst.Remove(CheckGuide);
  256. }
  257. }
  258. protected void UpdateCheckGuide(object param)
  259. {
  260. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  261. 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!");
  262. GuideController.TryGuide(objGuide, ConstGuideId.FIELD, 3, "点击开始挑战!");
  263. 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);
  264. GuideController.TryCompleteGuide(ConstGuideId.FIELD, 16);
  265. }
  266. }
  267. }