LuckyBoxBonusShowView.cs 22 KB

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