TZFEGameCheckView.cs 6.0 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. using FairyGUI;
  5. using UI.MiniGame;
  6. using UnityEngine;
  7. using System.Text.RegularExpressions;
  8. namespace GFGGame
  9. {
  10. public class TZFEGameCheckView : BaseWindow
  11. {
  12. private UI_TZFEGameCheckUI _ui;
  13. //后续这里改成读表内容,1:CardGame,2:Merge2048Game,3:HuarongRoadGame
  14. private List<string> viewJumpName = new List<string>() {"","FlipGameView", "TZFEGameView" };
  15. private List<ActivityOpenCfg> activityGameDate;
  16. private List<Merge2048Game> gameDate;
  17. private int type;
  18. private int subType;
  19. public override void Dispose()
  20. {
  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_TZFEGameCheckUI.PACKAGE_NAME;
  32. _ui = UI_TZFEGameCheckUI.Create();
  33. this.viewCom = _ui.target;
  34. isfullScreen = true;
  35. _ui.m_game1.onClick.Add(OnClickBtnGameOne);
  36. _ui.m_game2.onClick.Add(OnClickBtnGameTwo);
  37. _ui.m_game3.onClick.Add(OnClickBtnGameThree);
  38. _ui.m_backBtn.onClick.Add(OnClickBtnBack);
  39. _ui.m_tipsOne.onClick.Add(RuleController.ShowRuleView);
  40. }
  41. protected override void AddEventListener()
  42. {
  43. EventAgent.AddEventListener(ConstMessage.TZFE_GAME_UPDATE, OnCheckChange);
  44. }
  45. protected override void RemoveEventListener()
  46. {
  47. EventAgent.RemoveEventListener(ConstMessage.TZFE_GAME_UPDATE, OnCheckChange);
  48. }
  49. protected override void OnShown()
  50. {
  51. base.OnShown();
  52. type = (int)(this.viewData as object[])[0];
  53. subType = (int)(this.viewData as object[])[1];
  54. activityGameDate = ActivityOpenCfgArray.Instance.GetCfgsBytype(ConstLimitTimeActivityType.ActLimitStlyc);
  55. gameDate = Merge2048GameArray.Instance.GetCfgsBytypeAndsubType(type, subType);
  56. UpdateView();
  57. }
  58. protected override void OnHide()
  59. {
  60. base.OnHide();
  61. }
  62. private void UpdateView()
  63. {
  64. _ui.m_needNum1.text = gameDate[0].comsumeStartArr[0][1].ToString();
  65. _ui.m_needNum2.text = gameDate[1].comsumeStartArr[0][1].ToString();
  66. _ui.m_needNum3.text = gameDate[2].comsumeStartArr[0][1].ToString();
  67. _ui.m_needIcon1.url = ResPathUtil.GetCommonGameResPath(ItemCfgArray.Instance.GetCfg(3000017).res);
  68. _ui.m_needIcon2.url = ResPathUtil.GetCommonGameResPath(ItemCfgArray.Instance.GetCfg(3000017).res);
  69. _ui.m_needIcon3.url = ResPathUtil.GetCommonGameResPath(ItemCfgArray.Instance.GetCfg(3000017).res);
  70. OnCheckChange();
  71. _ui.m_tipsOne.data = 300027;
  72. }
  73. private void OnClickBtnBack()
  74. {
  75. this.Hide();
  76. }
  77. private async void OnCheckChange()
  78. {
  79. var result = await MiniGameProxy.ReqGetChallengeReward(1);
  80. if (!result) return;
  81. int j = 0;
  82. foreach (GameInfoProto t in MiniGameDateManager.Instance.gameinfoList)
  83. {
  84. if (t.GameType == type)
  85. {
  86. j++;
  87. switch (j)
  88. {
  89. case 1:
  90. _ui.m_gameLock1.visible = !t.IsUnlock;
  91. break;
  92. case 2:
  93. _ui.m_gameLock2.visible = !t.IsUnlock;
  94. break;
  95. case 3:
  96. _ui.m_gameLock3.visible = !t.IsUnlock;
  97. break;
  98. default:
  99. break;
  100. }
  101. }
  102. }
  103. }
  104. private async void OnClickBtnGameOne()
  105. {
  106. if(_ui.m_gameLock1.visible == true)
  107. {
  108. PromptController.Instance.ShowFloatTextPrompt("未解锁,请通关前置关卡");
  109. return;
  110. }
  111. var result = await MiniGameProxy.ReqMiniGameStart(Merge2048GameArray.Instance.GetCfgsBytypeAndsubType(type, subType)[0].id, type, activityGameDate[0].id);
  112. if (!result) return;
  113. //当存在关卡时需要获取后台数据,哪一关了,这个可以在关卡界面写
  114. ViewManager.Show($"GFGGame.{viewJumpName[type]}", new object[] { Merge2048GameArray.Instance.GetCfgsBytypeAndsubType(type, subType)[0].id });
  115. }
  116. private async void OnClickBtnGameTwo()
  117. {
  118. if (_ui.m_gameLock2.visible == true)
  119. {
  120. PromptController.Instance.ShowFloatTextPrompt("未解锁,请通关前置关卡");
  121. return;
  122. }
  123. var result = await MiniGameProxy.ReqMiniGameStart(Merge2048GameArray.Instance.GetCfgsBytypeAndsubType(type, subType)[1].id, type, activityGameDate[0].id);
  124. if (!result) return;
  125. //当存在关卡时需要获取后台数据,哪一关了,这个可以在关卡界面写
  126. ViewManager.Show($"GFGGame.{viewJumpName[type]}", new object[] { Merge2048GameArray.Instance.GetCfgsBytypeAndsubType(type, subType)[1].id });
  127. }
  128. private async void OnClickBtnGameThree()
  129. {
  130. if (_ui.m_gameLock3.visible == true)
  131. {
  132. PromptController.Instance.ShowFloatTextPrompt("未解锁,请通关前置关卡");
  133. return;
  134. }
  135. var result = await MiniGameProxy.ReqMiniGameStart(Merge2048GameArray.Instance.GetCfgsBytypeAndsubType(type, subType)[2].id, type, activityGameDate[0].id);
  136. if (!result) return;
  137. //当存在关卡时需要获取后台数据,哪一关了,这个可以在关卡界面写
  138. ViewManager.Show($"GFGGame.{viewJumpName[type]}", new object[] { Merge2048GameArray.Instance.GetCfgsBytypeAndsubType(type, subType)[2].id });
  139. }
  140. }
  141. }