ActivityThemeLuckyBoxBonusView.cs 4.5 KB

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  1. using System.Collections.Generic;
  2. using ET;
  3. using FairyGUI;
  4. using UI.ActivityThemeLuckyBox;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. public class ActivityThemeLuckyBoxBonusView : BaseWindow
  9. {
  10. private UI_ActivityThemeLuckyBoxBonusUI _ui;
  11. private List<ActivityLuckybonusCfg> _bonueCfgs = new List<ActivityLuckybonusCfg>();
  12. private int _typeId = 0; //活动类型id
  13. private int _activityId = 0; //活动id
  14. private long _allPlayTimes = 0;
  15. private Dictionary<int, int> _bonusState = new Dictionary<int, int>();
  16. public override void Dispose()
  17. {
  18. if (_ui != null)
  19. {
  20. _ui.Dispose();
  21. _ui = null;
  22. }
  23. base.Dispose();
  24. }
  25. protected override void OnInit()
  26. {
  27. base.OnInit();
  28. packageName = UI_ActivityThemeLuckyBoxBonusUI.PACKAGE_NAME;
  29. _ui = UI_ActivityThemeLuckyBoxBonusUI.Create();
  30. this.viewCom = _ui.target;
  31. this.viewCom.Center();
  32. this.modal = true;
  33. viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
  34. _ui.m_list.itemRenderer = RenderListItem;
  35. _ui.m_btnClose.onClick.Add(Hide);
  36. }
  37. protected override void AddEventListener()
  38. {
  39. base.AddEventListener();
  40. }
  41. protected override void OnShown()
  42. {
  43. base.OnShown();
  44. _typeId = (int)this.viewData;
  45. _activityId = ActivityDataManager.Instance.actLuckyBoxId;
  46. _allPlayTimes = ActivityDataManager.Instance.allPlayTimes;
  47. _bonusState = ActivityDataManager.Instance.luckyBoxActBonusState;
  48. if (_typeId == ConstLimitTimeActivityType.ActLimitTsy) {
  49. _activityId = ActivityDataManager.Instance.actLimitTsyId;
  50. _allPlayTimes = ActivityDataManager.Instance.allTsyPlayTimes;
  51. _bonusState = ActivityDataManager.Instance.luckyActTsyBonusState;
  52. }
  53. _bonueCfgs = ActivityLuckybonusCfgArray.Instance.GetCfgsByid(_activityId);
  54. _bonueCfgs = ActivityDataManager.Instance.SortActivityLuckybonusCfg(_bonueCfgs, _typeId);
  55. _ui.m_list.numItems = _bonueCfgs.Count;
  56. }
  57. protected override void OnHide()
  58. {
  59. base.OnHide();
  60. }
  61. protected override void RemoveEventListener()
  62. {
  63. base.RemoveEventListener();
  64. }
  65. private void RenderListItem(int index, GObject obj)
  66. {
  67. ActivityOpenCfg activityOpenCfg = ActivityOpenCfgArray.Instance.GetCfg(_activityId);
  68. UI_ListItem item = UI_ListItem.Proxy(obj);
  69. item.m_txtTitle.text = string.Format("{0}限定摘星{1}次({2}/{3})", activityOpenCfg.themeName, _bonueCfgs[index].num, _allPlayTimes, _bonueCfgs[index].num);
  70. if (item.m_listRewards.data == null)
  71. {
  72. item.m_listRewards.itemRenderer = RenderListRewardItem;
  73. }
  74. item.m_listRewards.data = _bonueCfgs[index].bonusArr;
  75. item.m_listRewards.numItems = _bonueCfgs[index].bonusArr.Length;
  76. int key = _bonueCfgs[index].num;
  77. int state = _bonusState.ContainsKey(key) ? _bonusState[key] : 0;
  78. bool canGet = state < ConstBonusStatus.GOT && _allPlayTimes >= _bonueCfgs[index].num;
  79. item.m_c1.selectedIndex = canGet ? 1 : state;
  80. if (item.m_btnGet.data == null)
  81. {
  82. item.m_btnGet.onClick.Add(OnBtnGetClick);
  83. }
  84. item.m_btnGet.data = key;
  85. UI_ListItem.ProxyEnd();
  86. }
  87. private void RenderListRewardItem(int index, GObject obj)
  88. {
  89. int[][] bonus = (int[][])obj.parent.data;
  90. ItemData reward = ItemUtil.createItemData(bonus[index]);
  91. if (obj.data == null)
  92. {
  93. obj.data = new ItemView(obj as GComponent);
  94. }
  95. (obj.data as ItemView).SetData(reward);
  96. (obj.data as ItemView).ChangeTxtCountStyle();
  97. }
  98. private async void OnBtnGetClick(EventContext context)
  99. {
  100. GObject obj = context.sender as GObject;
  101. int key = (int)obj.data;
  102. bool result = await ActivitySProxy.ReqGetTimeLimitLuckyBoxBonus(_activityId, key);
  103. if (result)
  104. {
  105. _bonueCfgs = ActivityDataManager.Instance.SortActivityLuckybonusCfg(_bonueCfgs,_typeId);
  106. _ui.m_list.numItems = _bonueCfgs.Count;
  107. }
  108. }
  109. }
  110. }