LuckyBoxBonusShowView.cs 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637
  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, bool> _itemHasNew = new Dictionary<int, bool>();
  16. private Dictionary<int, int> _itemIdList = new Dictionary<int, int>();
  17. private Dictionary<int, GComponent> _itemObjList = new Dictionary<int, GComponent>();
  18. private List<int> _recordOpenIndex = new List<int>(); //记录打开过得item位置
  19. private List<int> _recordTurnIndex = new List<int>(); //记录播放过item位置
  20. private int _chooseIndex = -1; //当前选中的index
  21. private int _countShow = 0; //第几次展示
  22. private bool _handClick = false; //手动点击开启
  23. private bool _AnimationWait = true; //抽卡动画等待加载完毕
  24. bool _touchLoaBg = true; //防止点击背景事件太快
  25. private EffectUI _effectUI1;
  26. private EffectUI _effectUI2;
  27. private EffectUI _effectUI3;
  28. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  29. public override void Dispose()
  30. {
  31. EffectUIPool.Recycle(_effectUI1);
  32. _effectUI1 = null;
  33. EffectUIPool.Recycle(_effectUI2);
  34. _effectUI2 = null;
  35. EffectUIPool.Recycle(_effectUI3);
  36. _effectUI3 = null;
  37. for (int key = 0; key < _effListTen.Count; key++)
  38. {
  39. if (_effListTen.ContainsKey(key))
  40. {
  41. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  42. {
  43. if (_effListTen[key].ContainsKey(key1))
  44. {
  45. EffectUIPool.Recycle(_effListTen[key][key1]);
  46. _effListTen[key][key1] = null;
  47. }
  48. }
  49. }
  50. }
  51. _effListTen.Clear();
  52. for (int key = 0; key < _effList.Count; key++)
  53. {
  54. if (_effList.ContainsKey(key))
  55. {
  56. EffectUIPool.Recycle(_effList[key]);
  57. _effList[key] = null;
  58. }
  59. }
  60. _effList.Clear();
  61. if (_ui != null)
  62. {
  63. _ui.Dispose();
  64. _ui = null;
  65. }
  66. base.Dispose();
  67. }
  68. protected override void OnInit()
  69. {
  70. base.OnInit();
  71. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  72. _ui = UI_LuckBoxBonusShowUI.Create();
  73. this.viewCom = _ui.target;
  74. isfullScreen = true;
  75. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  76. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  77. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  78. UpdateEffect();
  79. }
  80. private void UpdateEffect()
  81. {
  82. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  83. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  84. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  85. }
  86. protected override void AddEventListener()
  87. {
  88. base.AddEventListener();
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  90. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  91. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  92. }
  93. protected override void RemoveEventListener()
  94. {
  95. base.RemoveEventListener();
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  97. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  98. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  99. }
  100. protected void OthershowViewClose()
  101. {
  102. _ui.m_touchFlipOpen.touchable = false;
  103. }
  104. protected void ReferNextShow()
  105. {
  106. if (GetSuitItemController.isAuto)
  107. return;
  108. int suitId = 0;
  109. if(_itemIdList.ContainsKey(_chooseIndex))
  110. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  111. if (_chooseIndex != -1 && suitId > 0)
  112. ClickItem(_chooseIndex);
  113. else
  114. {
  115. if (_handClick)
  116. {
  117. _handClick = false;
  118. _ui.m_touchFlipOpen.touchable = false;
  119. }
  120. }
  121. }
  122. protected override void OnShown()
  123. {
  124. base.OnShown();
  125. _touchLoaBg = false;
  126. _rewardList.AddRange(this.viewData as List<ItemData>);
  127. _itemIdList.Clear();
  128. _itemObjList.Clear();
  129. _recordOpenIndex.Clear();
  130. _recordTurnIndex.Clear();
  131. _itemHasNew.Clear();
  132. _ui.m_BtnPass.visible = true;
  133. _ui.m_touchFlipOpen.touchable = false;
  134. GetSuitItemController.isAuto = false;
  135. if (_rewardList.Count == 1)
  136. {
  137. _ui.m_c1.selectedIndex = 0;
  138. UpdateItem(_ui.m_itemOne.target, 0, 1);
  139. }
  140. else
  141. {
  142. _ui.m_c1.selectedIndex = 1;
  143. for (int i = 0; i < _rewardList.Count; i++)
  144. {
  145. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  146. }
  147. }
  148. //修改,因为加了抽奖动画,在进入后就直接筛选掉所有不是新的
  149. for (int i = 0; i < _rewardList.Count; i++)
  150. {
  151. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[i]);
  152. if (!item.m_comIcon.m_imgNew.visible)
  153. {
  154. _recordTurnIndex.Add(i);
  155. _recordOpenIndex.Add(i);
  156. }
  157. UI_LuckyBoxBonusShowItem.ProxyEnd();
  158. }
  159. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  160. }
  161. protected override void OnHide()
  162. {
  163. _rewardList.Clear();
  164. base.OnHide();
  165. Timers.inst.Remove(UpDataTime);
  166. Timers.inst.Remove(UpClickDataTime);
  167. Timers.inst.Remove(touchFlipOpen);
  168. Timers.inst.Remove(UpDataTimeTouchLoaBg);
  169. GetSuitItemController.isAuto = false;
  170. _touchLoaBg = true;
  171. foreach (var v in _effectUIDic)
  172. {
  173. EffectUIPool.Recycle(v.Value);
  174. }
  175. _effectUIDic.Clear();
  176. EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);
  177. }
  178. private void UpdateItem(GComponent com, int index, int countType)
  179. {
  180. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  181. ItemData itemData = _rewardList[index];
  182. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  183. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  184. item.m_comIcon.m_txtName.text = itemCfg.name;
  185. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  186. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  187. item.m_comIcon.m_t1.Play();
  188. // 圆盘出现时等待玩家点击的特效
  189. switch (itemCfg.rarity)
  190. {
  191. case 1:
  192. break;
  193. case 2:
  194. break;
  195. case 3:
  196. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  197. break;
  198. case 4:
  199. _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
  200. break;
  201. case 5:
  202. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  203. break;
  204. }
  205. //带特效的处理先注释
  206. //item.m_comIcon.m_holder.visible = false;
  207. //item.m_comIcon.m_holder1.visible = false;
  208. //if (itemCfg.rarity > 2) {
  209. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  210. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  211. // holder.visible = true;
  212. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  213. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  214. // {
  215. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  216. // if (!_effListTen.ContainsKey(index))
  217. // {
  218. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  219. // if (itemCfg.rarity == 3)
  220. // effectList.Add(0, _effectUI);
  221. // else if (itemCfg.rarity == 4)
  222. // effectList.Add(1, _effectUI);
  223. // _effListTen.Add(index, effectList);
  224. // }
  225. // else {
  226. // if (itemCfg.rarity == 3)
  227. // _effListTen[index].Add(0, _effectUI);
  228. // else if (itemCfg.rarity == 4)
  229. // _effListTen[index].Add(1, _effectUI);
  230. // }
  231. // }
  232. // if (countType == 1 &&
  233. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  234. // {
  235. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  236. // if (itemCfg.rarity == 3)
  237. // _effList.Add(0, _effectUI);
  238. // else if (itemCfg.rarity == 4)
  239. // _effList.Add(1, _effectUI);
  240. // }
  241. //}
  242. int count = 0;
  243. bool isFirst = false;
  244. for (int i = 0; i < _rewardList.Count; i++)
  245. {
  246. if (_rewardList[i].id == itemData.id) count++;
  247. if (count == 1 && i == index) isFirst = true;
  248. }
  249. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  250. if (_itemHasNew.ContainsKey(index))
  251. _itemHasNew[index] = item.m_comIcon.m_imgNew.visible;
  252. else
  253. _itemHasNew.Add(index, item.m_comIcon.m_imgNew.visible);
  254. item.m_t0.Play();
  255. if (item.target.data == null)
  256. {
  257. item.target.onClick.Add(ShowItemTips);
  258. }
  259. item.target.data = index;
  260. _itemIdList.Add(index, itemCfg.id);
  261. _itemObjList.Add(index, com);
  262. UI_LuckyBoxBonusShowItem.ProxyEnd();
  263. }
  264. private void ShowItemTips(EventContext context)
  265. {
  266. if (!_touchLoaBg)
  267. {
  268. return;
  269. }
  270. _touchLoaBg = false;
  271. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  272. GObject obj = context.sender as GObject;
  273. int index = (int)obj.data;
  274. _chooseIndex = index;
  275. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  276. //HandClickItem(index);
  277. }
  278. private void HandClickItem(int index)
  279. {
  280. _ui.m_touchFlipOpen.touchable = true;
  281. _handClick = true;
  282. ClickItem(index);
  283. //翻牌动画
  284. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  285. }
  286. private void UpClickDataTime(object param = null)
  287. {
  288. int index = (int)param;
  289. Timers.inst.Remove(UpClickDataTime);
  290. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  291. {
  292. HideOtherShowWindow();
  293. _ui.m_touchFlipOpen.touchable = false;
  294. }
  295. else
  296. ClickItem(index);
  297. }
  298. void ClickItem(int index)
  299. {
  300. if (_recordOpenIndex.Count >= _rewardList.Count)
  301. _ui.m_BtnPass.visible = false;
  302. if (!_recordOpenIndex.Contains(index))
  303. {
  304. TurnItem(index);
  305. }
  306. else
  307. {
  308. if (!_recordTurnIndex.Contains(index))
  309. ShowTurnItem(index);
  310. else
  311. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  312. }
  313. }
  314. private void UpDataTimeTouchLoaBg(object param = null)
  315. {
  316. _touchLoaBg = true;
  317. }
  318. private void OnClickLoaBg(EventContext context)
  319. {
  320. if (!_touchLoaBg)
  321. {
  322. return;
  323. }
  324. _touchLoaBg = false;
  325. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  326. if (_recordOpenIndex.Count >= _rewardList.Count)
  327. {
  328. _chooseIndex = -1;
  329. this.Hide();
  330. }
  331. else
  332. {
  333. for (int index = 0; index < _rewardList.Count; index++)
  334. {
  335. if (!_recordOpenIndex.Contains(index))
  336. {
  337. _chooseIndex = index;
  338. HandClickItem(index);
  339. break;
  340. }
  341. }
  342. }
  343. }
  344. private void OnClickBtnPass()
  345. {
  346. for (int index = 0; index < _rewardList.Count; index++)
  347. {
  348. if (!_recordOpenIndex.Contains(index))
  349. {
  350. int count = 0;
  351. bool isFirst = false;
  352. for (int i = 0; i < _rewardList.Count; i++)
  353. {
  354. if (_rewardList[i].id == _rewardList[index].id) count++;
  355. if (count == 1 && i == index) isFirst = true;
  356. }
  357. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  358. if (!open)
  359. {
  360. _chooseIndex = -1;
  361. ClickItem(index);
  362. }
  363. }
  364. }
  365. ClickPass();
  366. }
  367. private void ClickPass()
  368. {
  369. GetSuitItemController.isAuto = true;
  370. _ui.m_touchFlipOpen.touchable = true;
  371. _ui.m_BtnPass.visible = false;
  372. for (int i = 0; i < _rewardList.Count; i++)
  373. {
  374. TurnItem(i);
  375. }
  376. //展示获得物品
  377. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  378. }
  379. private void UpDataTime(object param = null)
  380. {
  381. _ui.m_touchFlipOpen.touchable = true;
  382. if (_recordTurnIndex.Count >= _rewardList.Count)
  383. {
  384. Timers.inst.Remove(UpDataTime);
  385. HideOtherShowWindow();
  386. _ui.m_touchFlipOpen.touchable = false;
  387. GetSuitItemController.isAuto = false;
  388. }
  389. for (int i = 0; i < _rewardList.Count; i++)
  390. {
  391. if (!_recordTurnIndex.Contains(i))
  392. {
  393. ShowTurnItem(i);
  394. break;
  395. }
  396. }
  397. }
  398. //控制展示获得物品界面
  399. private void ShowTurnItem(int index)
  400. {
  401. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  402. if (!_AnimationWait)
  403. return;
  404. if (item.m_comIcon.m_imgNew.visible)
  405. {
  406. _countShow += 1;
  407. //判断是否有套装需要展示
  408. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  409. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  410. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  411. {
  412. if (_countShow == 1)
  413. {
  414. ViewManager.Hide<SuitItemView>();
  415. ViewManager.Hide<LuckyBoxNewCardView>();
  416. ViewManager.Hide<GetSuitItemVIew>();
  417. _rewardItemList.Clear();
  418. _rewardItemList.Add(_rewardList[index]);
  419. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  420. }
  421. else
  422. {
  423. ViewManager.Hide<LuckyBoxNewDressView>();
  424. ViewManager.Hide<LuckyBoxNewCardView>();
  425. int count = 0;
  426. int totalCount = 0;
  427. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  428. if (_countShow == 2) //展示进度条界面
  429. {
  430. int countSuitId = 0;
  431. for (int i = index + 1; i < _rewardList.Count; i++)
  432. {
  433. _itemHasNew.TryGetValue(i, out bool isNew);
  434. var itemRewardCfg = ItemCfgArray.Instance.GetCfg(_rewardList[i].id);
  435. if (isNew && itemRewardCfg.itemType == ConstItemType.DRESS_UP && itemRewardCfg.suitId == suitId) {
  436. countSuitId++;
  437. }
  438. }
  439. count = count - countSuitId;
  440. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  441. }
  442. else if (_countShow == 3) //展示集齐套装界面
  443. {
  444. ViewManager.Hide<SuitItemView>();
  445. ViewManager.Show<GetSuitItemVIew>(suitId);
  446. _AnimationWait = false;
  447. }
  448. //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)
  449. if (count <= 0 || totalCount <= 0 || count < totalCount || (count >= totalCount && _countShow > 5))
  450. {
  451. _recordTurnIndex.Add(index);
  452. _countShow = 0;
  453. if (_handClick)
  454. {
  455. _handClick = false;
  456. _ui.m_touchFlipOpen.touchable = false;
  457. }
  458. }
  459. }
  460. }
  461. else
  462. {
  463. //词牌和不是套装进这里
  464. ViewManager.Hide<SuitItemView>();
  465. ViewManager.Hide<LuckyBoxNewCardView>();
  466. ViewManager.Hide<GetSuitItemVIew>();
  467. _rewardItemList.Clear();
  468. _rewardItemList.Add(_rewardList[index]);
  469. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  470. _recordTurnIndex.Add(index);
  471. _countShow = 0;
  472. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  473. }
  474. }
  475. else
  476. {
  477. _recordTurnIndex.Add(index);
  478. _ui.m_touchFlipOpen.touchable = false;
  479. }
  480. UI_LuckyBoxBonusShowItem.ProxyEnd();
  481. }
  482. private void touchFlipOpen(object param)
  483. {
  484. Timers.inst.Remove(touchFlipOpen);
  485. _ui.m_touchFlipOpen.touchable = false;
  486. }
  487. private void TurnItem(int index)
  488. {
  489. if (!_recordOpenIndex.Contains(index))
  490. {
  491. // 删除 “等待翻开” 的特效
  492. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  493. {
  494. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  495. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  496. }
  497. if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))
  498. {
  499. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
  500. _effectUIDic.Remove("CK_Loop_Wait_GS" + index);
  501. }
  502. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  503. {
  504. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  505. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  506. }
  507. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  508. if (!item.m_comIcon.m_imgNew.visible)
  509. {
  510. if(!_recordTurnIndex.Contains(index))
  511. {
  512. _recordTurnIndex.Add(index);
  513. }
  514. }
  515. //先翻开牌面
  516. //item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  517. //item.m_t1.Play();
  518. //item.m_t2.Play();
  519. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  520. // 点击特效
  521. if (!_effectUIDic.ContainsKey("CK_Cirle_DJ" + index))
  522. {
  523. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  524. }
  525. else
  526. {
  527. _effectUIDic["CK_Cirle_DJ" + index] = EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ");
  528. }
  529. // 翻开特效
  530. switch (itemCfg.rarity)
  531. {
  532. case 1:
  533. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  534. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  535. break;
  536. case 2:
  537. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  538. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  539. break;
  540. case 3:
  541. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  542. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  543. break;
  544. case 4:
  545. _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
  546. _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
  547. break;
  548. case 5:
  549. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  550. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  551. break;
  552. }
  553. //item.m_comIcon.m_t0.Play();
  554. if(!_recordOpenIndex.Contains(index))
  555. {
  556. _recordOpenIndex.Add(index);
  557. }
  558. UI_LuckyBoxBonusShowItem.ProxyEnd();
  559. }
  560. }
  561. private void HideOtherShowWindow()
  562. {
  563. ViewManager.Hide<SuitItemView>();
  564. ViewManager.Hide<GetSuitItemVIew>();
  565. ViewManager.Hide<LuckyBoxNewDressView>();
  566. ViewManager.Hide<LuckyBoxNewCardView>();
  567. }
  568. private void SetAnimationWait()
  569. {
  570. _AnimationWait = true;
  571. }
  572. }
  573. }