ActivityWanShiLiView.cs 9.2 KB

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  1. using ET;
  2. using FairyGUI;
  3. using System;
  4. using System.Collections.Generic;
  5. using UI.ActivityWanShiLi;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class ActivityWanShiLiView : BaseWindow
  10. {
  11. private UI_ActivityWanShiLiUI _ui;
  12. private int _minProgressOffset = 11;
  13. private int _maxProgressOffset = -11;
  14. private ActivityInfo _activityInfo;
  15. private ActivityRecharge2Cfg[] _rechargeCfgs;
  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_ActivityWanShiLiUI.PACKAGE_NAME;
  29. _ui = UI_ActivityWanShiLiUI.Create();
  30. this.viewCom = _ui.target;
  31. this.viewCom.Center();
  32. this.modal = true;
  33. viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
  34. _rechargeCfgs = ActivityRecharge2CfgArray.Instance.dataArray;
  35. InitProgressValueList();
  36. InitReward();
  37. _ui.m_btnBack.onClick.Add(Hide);
  38. }
  39. protected override void AddEventListener()
  40. {
  41. base.AddEventListener();
  42. EventAgent.AddEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
  43. EventAgent.AddEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
  44. }
  45. protected override void RemoveEventListener()
  46. {
  47. base.RemoveEventListener();
  48. EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
  49. EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
  50. }
  51. protected override void OnShown()
  52. {
  53. base.OnShown();
  54. UpdateView();
  55. UpdateTime(null);
  56. Timers.inst.Add(1, 0, UpdateTime);
  57. }
  58. protected override void OnHide()
  59. {
  60. base.OnHide();
  61. Timers.inst.Remove(UpdateTime);
  62. }
  63. private int[] _progressValuePart;
  64. private int _partNum = 4;
  65. /// <summary>
  66. /// 计算奖励的分段列表
  67. /// </summary>
  68. private void InitProgressValueList()
  69. {
  70. _progressValuePart = new int[_partNum];
  71. _ui.m_progress.target.max = _rechargeCfgs[_rechargeCfgs.Length - 1].value;
  72. int max = (int)_ui.m_progress.target.max;
  73. int average = (int)Mathf.Ceil((float)(_ui.m_progress.target.max / (_partNum - 1)));
  74. _progressValuePart[0] = 0;
  75. _progressValuePart[_partNum - 1] = max;
  76. for (int i = 1; i < _partNum - 1; i++)
  77. {
  78. _progressValuePart[i] = i * average;
  79. }
  80. }
  81. /// <summary>
  82. /// 初始化奖励的UI
  83. /// </summary>
  84. private void InitReward()
  85. {
  86. for (int i = 0; i < _partNum; i++)
  87. {
  88. GObject gift = _ui.target.GetChild("DBGiftItem" + i);
  89. // 大奖icon
  90. UI_item item = UI_item.Proxy(gift);
  91. item.m_icon.url = ResPathUtil.GetIconPath(ItemCfgArray.Instance.GetCfg(_rechargeCfgs[i].bonusArr[0][0]));
  92. gift.data = _rechargeCfgs[i].bonusArr[0][0];
  93. UI_item.ProxyEnd();
  94. // 进度条分段值Text
  95. GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
  96. UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
  97. bonus.m_count.text = _rechargeCfgs[i].value.ToString();
  98. UI_ComProBonus2.ProxyEnd();
  99. }
  100. }
  101. private void UpdateProgress()
  102. {
  103. int max = (int)_ui.m_progress.target.max;
  104. long count = _activityInfo.CountValue;
  105. int index = 1;
  106. // 确定count的区间
  107. if (count == 0 || count >= max)
  108. {
  109. _ui.m_progress.target.value = Mathf.Min(count, max);
  110. index = (count == 0 ? 0 : _partNum - 1);
  111. }
  112. else
  113. {
  114. for (; index < _progressValuePart.Length; index++)
  115. {
  116. if (count < _progressValuePart[index])
  117. {
  118. --index;
  119. break;
  120. }
  121. }
  122. // 计算进度条最小取值和最大取值,避免因为图标遮挡造成视觉错误
  123. int minProgressValue = _progressValuePart[index] + _minProgressOffset;
  124. int maxProgressValue = _progressValuePart[index + 1] + _maxProgressOffset;
  125. if (count == _progressValuePart[index] || count == _progressValuePart[index + 1])
  126. {
  127. _ui.m_progress.target.value = count;
  128. }
  129. else
  130. {
  131. _ui.m_progress.target.value = Mathf.Clamp(count, minProgressValue, maxProgressValue);
  132. }
  133. }
  134. // 检测玩家是否领取奖励
  135. UpdateRewardState(index);
  136. }
  137. private void UpdateTime(object param)
  138. {
  139. long curTime = TimeHelper.ServerNow();
  140. long endTime = _activityInfo.EndTime;
  141. _ui.m_txtTime.text = TimeUtil.FormattingTimeTo_DDHHmm(endTime - curTime);
  142. }
  143. private void UpdateView()
  144. {
  145. _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
  146. UpdateProgress();
  147. }
  148. private struct GetState
  149. {
  150. public int rewardID;
  151. public bool canGet;
  152. }
  153. /// <summary>
  154. /// 更新奖励状态
  155. /// </summary>
  156. /// <param name="index">玩家可领取的最大奖励index</param>
  157. private void UpdateRewardState(int index)
  158. {
  159. for (int i = 0; i < _partNum; i++)
  160. {
  161. GObject gift = _ui.target.GetChild("DBGiftItem" + i);
  162. bool arrive = (i <= index);
  163. GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
  164. UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
  165. // 下方礼物icon加上data
  166. bonus.target.data = new GetState
  167. {
  168. rewardID = _rechargeCfgs[i].id,
  169. canGet = arrive
  170. };
  171. UI_item item = UI_item.Proxy(gift);
  172. item.m_c1.SetSelectedIndex(0);
  173. // 大奖icon加上data
  174. item.target.data = new GetState
  175. {
  176. rewardID = _rechargeCfgs[i].id,
  177. canGet = arrive
  178. };
  179. // 玩家已经达到的奖励
  180. if (arrive)
  181. {
  182. // 已领
  183. if (_activityInfo.GetRewards.IndexOf(_rechargeCfgs[i].id) >= 0)
  184. {
  185. item.m_c1.SetSelectedIndex(1);
  186. bonus.m_state.SetSelectedIndex(2);
  187. bonus.target.touchable = false;
  188. item.target.touchable = false;
  189. // 隐藏红点
  190. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
  191. RedDotController.Instance.SetComRedDot(item.target, false);
  192. }
  193. // 未领
  194. else
  195. {
  196. bonus.m_state.SetSelectedIndex(0);
  197. bonus.target.touchable = true;
  198. item.target.touchable = true;
  199. // 显示红点
  200. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, true);
  201. RedDotController.Instance.SetComRedDot(item.target, true);
  202. }
  203. }
  204. else
  205. {
  206. bonus.target.touchable = true;
  207. item.target.touchable = true;
  208. bonus.m_state.SetSelectedIndex(1);
  209. // 隐藏红点
  210. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
  211. RedDotController.Instance.SetComRedDot(item.target, false);
  212. }
  213. progressItem.onClick.Set(OnGiftClick);
  214. item.target.onClick.Set(OnGiftClick);
  215. UI_ComProBonus2.ProxyEnd();
  216. UI_item.ProxyEnd();
  217. }
  218. }
  219. /// <summary>
  220. /// 点击最下方的礼物icon
  221. /// </summary>
  222. /// <param name="eventContext"></param>
  223. private void OnGiftClick(EventContext eventContext)
  224. {
  225. GObject gObject = eventContext.sender as GObject;
  226. GetState getState = (GetState)(gObject.data);
  227. if (getState.canGet)
  228. {
  229. ActivityGlobalSProxy.ReqGetActivityBonus(_activityInfo.ActivityId, getState.rewardID).Coroutine();
  230. }
  231. else
  232. {
  233. // 显示奖励详细列表
  234. ViewManager.Show<GiftDetailView>(getState.rewardID, ViewManager.GetGoBackDatas(typeof(ActivityWanShiLiView).FullName));
  235. }
  236. }
  237. }
  238. }