ActivityWanShiLiView.cs 9.9 KB

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  1. using ET;
  2. using FairyGUI;
  3. using System;
  4. using System.Collections.Generic;
  5. using UI.ActivityWanShiLi;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class ActivityWanShiLiView : BaseWindow
  10. {
  11. private UI_ActivityWanShiLiUI _ui;
  12. private int _minProgressOffset = 11;
  13. private int _maxProgressOffset = -11;
  14. private ActivityInfo _activityInfo;
  15. private ActivityRecharge2Cfg[] _rechargeCfgs;
  16. private EffectUI effect;
  17. public override void Dispose()
  18. {
  19. EffectUIPool.Recycle(effect);
  20. effect = null;
  21. if (_ui != null)
  22. {
  23. _ui.Dispose();
  24. _ui = null;
  25. }
  26. base.Dispose();
  27. }
  28. protected override void OnInit()
  29. {
  30. base.OnInit();
  31. packageName = UI_ActivityWanShiLiUI.PACKAGE_NAME;
  32. _ui = UI_ActivityWanShiLiUI.Create();
  33. this.viewCom = _ui.target;
  34. this.viewCom.Center();
  35. this.modal = true;
  36. _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
  37. _rechargeCfgs = ActivityRecharge2CfgArray.Instance.GetCfgsByactivityId(_activityInfo.ActivityId).ToArray();
  38. InitProgressValueList();
  39. InitReward();
  40. _ui.m_btnBack.onClick.Add(Hide);
  41. effect = EffectUIPool.CreateEffectUI(_ui.m_holder, "ui_Activity", "Activity_18_CQ");
  42. }
  43. protected override void AddEventListener()
  44. {
  45. base.AddEventListener();
  46. EventAgent.AddEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
  47. EventAgent.AddEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
  48. }
  49. protected override void RemoveEventListener()
  50. {
  51. base.RemoveEventListener();
  52. EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
  53. EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
  54. }
  55. protected override void OnShown()
  56. {
  57. base.OnShown();
  58. UpdateView();
  59. UpdateTime(null);
  60. Timers.inst.Add(1, 0, UpdateTime);
  61. }
  62. protected override void OnHide()
  63. {
  64. base.OnHide();
  65. Timers.inst.Remove(UpdateTime);
  66. }
  67. private int[] _progressValuePart;
  68. private int _partNum = 4;
  69. /// <summary>
  70. /// 计算奖励的分段列表
  71. /// </summary>
  72. private void InitProgressValueList()
  73. {
  74. if(_rechargeCfgs.Length == 0)
  75. {
  76. return;
  77. }
  78. _progressValuePart = new int[_partNum];
  79. _ui.m_progress.target.max = _rechargeCfgs[_rechargeCfgs.Length - 1].value;
  80. int max = (int)_ui.m_progress.target.max;
  81. int average = (int)Mathf.Ceil((float)(_ui.m_progress.target.max / (_partNum - 1)));
  82. _progressValuePart[0] = 0;
  83. _progressValuePart[_partNum - 1] = max;
  84. for (int i = 1; i < _partNum - 1; i++)
  85. {
  86. _progressValuePart[i] = i * average;
  87. }
  88. }
  89. /// <summary>
  90. /// 初始化奖励的UI
  91. /// </summary>
  92. private void InitReward()
  93. {
  94. if (_rechargeCfgs.Length == 0)
  95. {
  96. return;
  97. }
  98. for (int i = 0; i < _partNum; i++)
  99. {
  100. GObject gift = _ui.target.GetChild("DBGiftItem" + i);
  101. // 大奖icon
  102. UI_item item = UI_item.Proxy(gift);
  103. item.m_icon.url = ResPathUtil.GetIconPath(ItemCfgArray.Instance.GetCfg(_rechargeCfgs[i].bonusArr[0][0]));
  104. gift.data = _rechargeCfgs[i].bonusArr[0][0];
  105. UI_item.ProxyEnd();
  106. // 进度条分段值Text
  107. GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
  108. UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
  109. bonus.m_count.text = _rechargeCfgs[i].value.ToString();
  110. UI_ComProBonus2.ProxyEnd();
  111. }
  112. }
  113. private void UpdateProgress()
  114. {
  115. int max = (int)_ui.m_progress.target.max;
  116. long count = _activityInfo.CountValue;
  117. int index = 1;
  118. // 确定count的区间
  119. if (count == 0 || count >= max)
  120. {
  121. _ui.m_progress.target.value = Mathf.Min(count, max);
  122. index = (count == 0 ? 0 : _partNum - 1);
  123. }
  124. else
  125. {
  126. for (; index < _progressValuePart.Length; index++)
  127. {
  128. if (count < _progressValuePart[index])
  129. {
  130. --index;
  131. break;
  132. }
  133. }
  134. // 计算进度条最小取值和最大取值,避免因为图标遮挡造成视觉错误
  135. int minProgressValue = _progressValuePart[index] + _minProgressOffset;
  136. int maxProgressValue = _progressValuePart[index + 1] + _maxProgressOffset;
  137. if (count == _progressValuePart[index] || count == _progressValuePart[index + 1])
  138. {
  139. _ui.m_progress.target.value = count;
  140. }
  141. else
  142. {
  143. _ui.m_progress.target.value = Mathf.Clamp(count, minProgressValue, maxProgressValue);
  144. }
  145. }
  146. // 检测玩家是否领取奖励
  147. UpdateRewardState(index);
  148. }
  149. private void UpdateTime(object param)
  150. {
  151. long curTime = TimeHelper.ServerNow();
  152. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
  153. if (activityInfo != null)
  154. {
  155. long endTime = activityInfo.EndTime;
  156. _ui.m_txtTime.text = TimeUtil.FormattingTimeTo_DDHHmm(endTime - curTime);
  157. }
  158. }
  159. private void UpdateView()
  160. {
  161. _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
  162. UpdateProgress();
  163. }
  164. private struct GetState
  165. {
  166. public int rewardID;
  167. public bool canGet;
  168. }
  169. /// <summary>
  170. /// 更新奖励状态
  171. /// </summary>
  172. /// <param name="index">玩家可领取的最大奖励index</param>
  173. private void UpdateRewardState(int index)
  174. {
  175. if (_rechargeCfgs.Length == 0)
  176. {
  177. return;
  178. }
  179. for (int i = 0; i < _partNum; i++)
  180. {
  181. GObject gift = _ui.target.GetChild("DBGiftItem" + i);
  182. bool arrive = (i <= index);
  183. GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
  184. UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
  185. // 下方礼物icon加上data
  186. bonus.target.data = new GetState
  187. {
  188. rewardID = _rechargeCfgs[i].id,
  189. canGet = arrive
  190. };
  191. UI_item item = UI_item.Proxy(gift);
  192. item.m_c1.SetSelectedIndex(0);
  193. // 大奖icon加上data
  194. item.target.data = new GetState
  195. {
  196. rewardID = _rechargeCfgs[i].id,
  197. canGet = arrive
  198. };
  199. // 玩家已经达到的奖励
  200. if (arrive)
  201. {
  202. // 已领
  203. if (_activityInfo.GetRewards.IndexOf(_rechargeCfgs[i].id) >= 0)
  204. {
  205. item.m_c1.SetSelectedIndex(1);
  206. bonus.m_state.SetSelectedIndex(2);
  207. bonus.target.touchable = false;
  208. item.target.touchable = false;
  209. // 隐藏红点
  210. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
  211. RedDotController.Instance.SetComRedDot(item.target, false);
  212. }
  213. // 未领
  214. else
  215. {
  216. bonus.m_state.SetSelectedIndex(0);
  217. bonus.target.touchable = true;
  218. item.target.touchable = true;
  219. // 显示红点
  220. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, true);
  221. RedDotController.Instance.SetComRedDot(item.target, true);
  222. }
  223. }
  224. else
  225. {
  226. bonus.target.touchable = true;
  227. item.target.touchable = true;
  228. bonus.m_state.SetSelectedIndex(1);
  229. // 隐藏红点
  230. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
  231. RedDotController.Instance.SetComRedDot(item.target, false);
  232. }
  233. progressItem.onClick.Set(OnGiftClick);
  234. item.target.onClick.Set(OnGiftClick);
  235. UI_ComProBonus2.ProxyEnd();
  236. UI_item.ProxyEnd();
  237. }
  238. }
  239. /// <summary>
  240. /// 点击最下方的礼物icon
  241. /// </summary>
  242. /// <param name="eventContext"></param>
  243. private void OnGiftClick(EventContext eventContext)
  244. {
  245. GObject gObject = eventContext.sender as GObject;
  246. GetState getState = (GetState)(gObject.data);
  247. if (getState.canGet)
  248. {
  249. ActivityGlobalSProxy.ReqGetActivityBonus(_activityInfo.ActivityId, getState.rewardID).Coroutine();
  250. }
  251. else
  252. {
  253. // 显示奖励详细列表
  254. ViewManager.Show<GiftDetailView>(getState.rewardID);
  255. }
  256. }
  257. }
  258. }