StudioBuyNumView.cs 3.4 KB

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  1. using System.Collections.Generic;
  2. using FairyGUI;
  3. using UI.CommonGame;
  4. using UI.Studio;
  5. namespace GFGGame
  6. {
  7. public class StudioBuyNumView : BaseWindow
  8. {
  9. private UI_StudioBuyNumUI _ui;
  10. private int _chapterId;
  11. private StudioData _studioData;
  12. private StudioCfg _studioCfg;
  13. private int _index;
  14. private const int BUY_TYPE_0 = 0;
  15. private const int BUY_TYPE_1 = 1;
  16. public override void Dispose()
  17. {
  18. base.Dispose();
  19. }
  20. protected override void OnInit()
  21. {
  22. base.OnInit();
  23. _ui = UI_StudioBuyNumUI.Create();
  24. this.viewCom = _ui.target;
  25. this.viewCom.Center();
  26. this.modal = true;
  27. viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
  28. _ui.m_btnExchange.onClick.Add(() => { OnClickBtnBuy(BUY_TYPE_0); });
  29. _ui.m_btnBuy.onClick.Add(() => { OnClickBtnBuy(BUY_TYPE_1); });
  30. }
  31. protected override void AddEventListener()
  32. {
  33. EventAgent.AddEventListener(ConstMessage.BUY_STUDIO_PLAY_TIMES, OnListenerBuyTimeComplete);
  34. }
  35. protected override void OnShown()
  36. {
  37. base.OnShown();
  38. UpdateView();
  39. }
  40. private void UpdateView()
  41. {
  42. _chapterId = (int)this.viewData;
  43. _studioData = StudioDataManager.Instance.GetStudioDataById(_chapterId);
  44. _studioCfg = StudioCfgArray.Instance.GetCfg(_chapterId);
  45. _ui.m_txtNum.text = string.Format("(今天已兑换{0}/{1}次)", _studioData.BuyTimes, _studioCfg.buyNum);
  46. ItemUtil.SetItemNumAndNeedNum(_ui.m_comCostItem, _studioCfg.itemID, _studioCfg.itemNum);
  47. StudioCfgArray.Instance.GetMoneyIdAndNum(_studioCfg.id, _studioData.BuyTimes, 1, out int moneyId, out int moneyNum);
  48. ItemUtil.SetItemNumAndNeedNum(_ui.m_comCostCurrent, _studioCfg.moneyId, moneyNum);
  49. }
  50. protected override void OnHide()
  51. {
  52. base.OnHide();
  53. }
  54. protected override void RemoveEventListener()
  55. {
  56. EventAgent.RemoveEventListener(ConstMessage.BUY_STUDIO_PLAY_TIMES, OnListenerBuyTimeComplete);
  57. }
  58. private void OnClickBtnBuy(int type)
  59. {
  60. if (_studioData.BuyTimes == _studioCfg.buyNum)
  61. {
  62. PromptController.Instance.ShowFloatTextPrompt("今日购买次数已达上限", MessageType.ERR);
  63. return;
  64. }
  65. StudioCfgArray.Instance.GetMoneyIdAndNum(_studioCfg.id, _studioData.BuyTimes, 1, out int moneyId, out int moneyNum);
  66. if (type == BUY_TYPE_0 && ItemDataManager.GetItemNum(_studioCfg.itemID) < _studioCfg.itemNum || type == BUY_TYPE_1 && ItemDataManager.GetItemNum(moneyId) < moneyNum)
  67. {
  68. PromptController.Instance.ShowFloatTextPrompt("道具不足", MessageType.ERR);
  69. return;
  70. }
  71. StudioSProxy.ReqBuyStudioPlayTimes(_chapterId, type, 1).Coroutine();
  72. }
  73. private void OnListenerBuyTimeComplete()
  74. {
  75. PromptController.Instance.ShowFloatTextPrompt("购买成功", MessageType.SUCCESS);
  76. UpdateView();
  77. if (_studioData.BuyTimes == _studioCfg.buyNum)
  78. {
  79. PromptController.Instance.ShowFloatTextPrompt("今日购买次数已达上限", MessageType.ERR);
  80. this.Hide();
  81. }
  82. }
  83. }
  84. }