LuckyBoxBonusShowView.cs 6.8 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 Dictionary<int , Dictionary<int, EffectUI>> _effListTen = new Dictionary<int, Dictionary<int, EffectUI>>();
  13. private Dictionary<int, EffectUI> _effList = new Dictionary<int, EffectUI>();
  14. private EffectUI _effectUI1;
  15. private EffectUI _effectUI2;
  16. private EffectUI _effectUI3;
  17. public override void Dispose()
  18. {
  19. EffectUIPool.Recycle(_effectUI1);
  20. _effectUI1 = null;
  21. EffectUIPool.Recycle(_effectUI2);
  22. _effectUI2 = null;
  23. EffectUIPool.Recycle(_effectUI3);
  24. _effectUI3 = null;
  25. for (int key = 0; key < _effListTen.Count; key++) {
  26. if (_effListTen.ContainsKey(key))
  27. {
  28. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  29. {
  30. if (_effListTen[key].ContainsKey(key1))
  31. {
  32. EffectUIPool.Recycle(_effListTen[key][key1]);
  33. _effListTen[key][key1] = null;
  34. }
  35. }
  36. }
  37. }
  38. _effListTen.Clear();
  39. for (int key = 0; key < _effList.Count; key++)
  40. {
  41. if (_effList.ContainsKey(key))
  42. {
  43. EffectUIPool.Recycle(_effList[key]);
  44. _effList[key] = null;
  45. }
  46. }
  47. _effList.Clear();
  48. if (_ui != null)
  49. {
  50. _ui.Dispose();
  51. _ui = null;
  52. }
  53. base.Dispose();
  54. }
  55. protected override void OnInit()
  56. {
  57. base.OnInit();
  58. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  59. _ui = UI_LuckBoxBonusShowUI.Create();
  60. this.viewCom = _ui.target;
  61. isfullScreen = true;
  62. _ui.m_loaBg.onClick.Add(this.Hide);
  63. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  64. UpdateEffect();
  65. }
  66. private void UpdateEffect()
  67. {
  68. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  69. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  70. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  71. }
  72. protected override void OnShown()
  73. {
  74. base.OnShown();
  75. _rewardList.AddRange(this.viewData as List<ItemData>);
  76. if (_rewardList.Count == 1)
  77. {
  78. _ui.m_c1.selectedIndex = 0;
  79. UpdateItem(_ui.m_itemOne.target, 0, 1);
  80. }
  81. else
  82. {
  83. _ui.m_c1.selectedIndex = 1;
  84. for (int i = 0; i < _rewardList.Count; i++)
  85. {
  86. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  87. }
  88. }
  89. }
  90. protected override void OnHide()
  91. {
  92. _rewardList.Clear();
  93. base.OnHide();
  94. GetSuitItemController.TryShow(0);
  95. }
  96. private void UpdateItem(GComponent com, int index, int countType)
  97. {
  98. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  99. ItemData itemData = _rewardList[index];
  100. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  101. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  102. item.m_comIcon.m_txtName.text = itemCfg.name;
  103. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  104. RarityIconController.UpdateRarityIcon(item.m_comIcon.m_rarity, itemData.id, false);
  105. item.m_comIcon.m_holder.visible = false;
  106. item.m_comIcon.m_holder1.visible = false;
  107. if (itemCfg.rarity > 2) {
  108. string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  109. GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  110. holder.visible = true;
  111. if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  112. ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  113. {
  114. EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  115. if (!_effListTen.ContainsKey(index))
  116. {
  117. Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  118. if (itemCfg.rarity == 3)
  119. effectList.Add(0, _effectUI);
  120. else if (itemCfg.rarity == 4)
  121. effectList.Add(1, _effectUI);
  122. _effListTen.Add(index, effectList);
  123. }
  124. else {
  125. if (itemCfg.rarity == 3)
  126. _effListTen[index].Add(0, _effectUI);
  127. else if (itemCfg.rarity == 4)
  128. _effListTen[index].Add(1, _effectUI);
  129. }
  130. }
  131. if (countType == 1 &&
  132. ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  133. {
  134. EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  135. if (itemCfg.rarity == 3)
  136. _effList.Add(0, _effectUI);
  137. else if (itemCfg.rarity == 4)
  138. _effList.Add(1, _effectUI);
  139. }
  140. }
  141. int count = 0;
  142. bool isFirst = false;
  143. for (int i = 0; i < _rewardList.Count; i++)
  144. {
  145. if (_rewardList[i].id == itemData.id) count++;
  146. if (count == 1 && i == index) isFirst = true;
  147. }
  148. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  149. item.m_t0.Play();
  150. if (item.target.data == null)
  151. {
  152. item.target.onClick.Add(ShowItemTips);
  153. }
  154. item.target.data = itemCfg.id;
  155. UI_LuckyBoxBonusShowItem.ProxyEnd();
  156. }
  157. private void ShowItemTips(EventContext context)
  158. {
  159. GObject obj = context.sender as GObject;
  160. int itemID = (int)obj.data;
  161. GoodsItemTipsController.ShowItemTips(itemID);
  162. }
  163. }
  164. }