LuckyBoxBonusShowView.cs 23 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. bool _touchLoaBg = true; //防止点击背景事件太快
  24. private EffectUI _effectUI1;
  25. private EffectUI _effectUI2;
  26. private EffectUI _effectUI3;
  27. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  28. public override void Dispose()
  29. {
  30. EffectUIPool.Recycle(_effectUI1);
  31. _effectUI1 = null;
  32. EffectUIPool.Recycle(_effectUI2);
  33. _effectUI2 = null;
  34. EffectUIPool.Recycle(_effectUI3);
  35. _effectUI3 = null;
  36. for (int key = 0; key < _effListTen.Count; key++)
  37. {
  38. if (_effListTen.ContainsKey(key))
  39. {
  40. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  41. {
  42. if (_effListTen[key].ContainsKey(key1))
  43. {
  44. EffectUIPool.Recycle(_effListTen[key][key1]);
  45. _effListTen[key][key1] = null;
  46. }
  47. }
  48. }
  49. }
  50. _effListTen.Clear();
  51. for (int key = 0; key < _effList.Count; key++)
  52. {
  53. if (_effList.ContainsKey(key))
  54. {
  55. EffectUIPool.Recycle(_effList[key]);
  56. _effList[key] = null;
  57. }
  58. }
  59. _effList.Clear();
  60. if (_ui != null)
  61. {
  62. _ui.Dispose();
  63. _ui = null;
  64. }
  65. base.Dispose();
  66. }
  67. protected override void OnInit()
  68. {
  69. base.OnInit();
  70. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  71. _ui = UI_LuckBoxBonusShowUI.Create();
  72. this.viewCom = _ui.target;
  73. isfullScreen = true;
  74. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  75. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  76. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  77. UpdateEffect();
  78. }
  79. private void UpdateEffect()
  80. {
  81. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  82. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  83. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  84. }
  85. protected override void AddEventListener()
  86. {
  87. base.AddEventListener();
  88. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  90. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  91. }
  92. protected override void RemoveEventListener()
  93. {
  94. base.RemoveEventListener();
  95. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  97. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  98. }
  99. protected void OthershowViewClose()
  100. {
  101. _ui.m_touchFlipOpen.touchable = false;
  102. }
  103. protected void ReferNextShow()
  104. {
  105. if (GetSuitItemController.isAuto)
  106. return;
  107. int suitId = 0;
  108. if(_itemIdList.ContainsKey(_chooseIndex))
  109. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  110. if (_chooseIndex != -1 && suitId > 0)
  111. ClickItem(_chooseIndex);
  112. else
  113. {
  114. if (_handClick)
  115. {
  116. _handClick = false;
  117. _ui.m_touchFlipOpen.touchable = false;
  118. }
  119. }
  120. }
  121. protected override void OnShown()
  122. {
  123. base.OnShown();
  124. _rewardList.AddRange(this.viewData as List<ItemData>);
  125. _itemIdList.Clear();
  126. _itemObjList.Clear();
  127. _recordOpenIndex.Clear();
  128. _recordTurnIndex.Clear();
  129. _ui.m_BtnPass.visible = true;
  130. _ui.m_touchFlipOpen.touchable = false;
  131. GetSuitItemController.isAuto = false;
  132. if (_rewardList.Count == 1)
  133. {
  134. _ui.m_c1.selectedIndex = 0;
  135. UpdateItem(_ui.m_itemOne.target, 0, 1);
  136. }
  137. else
  138. {
  139. _ui.m_c1.selectedIndex = 1;
  140. for (int i = 0; i < _rewardList.Count; i++)
  141. {
  142. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  143. }
  144. }
  145. }
  146. protected override void OnHide()
  147. {
  148. _rewardList.Clear();
  149. base.OnHide();
  150. Timers.inst.Remove(UpDataTime);
  151. Timers.inst.Remove(UpClickDataTime);
  152. Timers.inst.Remove(touchFlipOpen);
  153. Timers.inst.Remove(UpDataTimeTouchLoaBg);
  154. GetSuitItemController.isAuto = false;
  155. _touchLoaBg = true;
  156. foreach (var v in _effectUIDic)
  157. {
  158. EffectUIPool.Recycle(v.Value);
  159. }
  160. _effectUIDic.Clear();
  161. EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);
  162. }
  163. private void UpdateItem(GComponent com, int index, int countType)
  164. {
  165. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  166. ItemData itemData = _rewardList[index];
  167. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  168. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  169. item.m_comIcon.m_txtName.text = itemCfg.name;
  170. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  171. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  172. item.m_comIcon.m_t1.Play();
  173. // 圆盘出现时等待玩家点击的特效
  174. switch (itemCfg.rarity)
  175. {
  176. case 1:
  177. break;
  178. case 2:
  179. break;
  180. case 3:
  181. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  182. break;
  183. case 4:
  184. _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
  185. break;
  186. case 5:
  187. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  188. break;
  189. }
  190. //带特效的处理先注释
  191. //item.m_comIcon.m_holder.visible = false;
  192. //item.m_comIcon.m_holder1.visible = false;
  193. //if (itemCfg.rarity > 2) {
  194. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  195. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  196. // holder.visible = true;
  197. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  198. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  199. // {
  200. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  201. // if (!_effListTen.ContainsKey(index))
  202. // {
  203. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  204. // if (itemCfg.rarity == 3)
  205. // effectList.Add(0, _effectUI);
  206. // else if (itemCfg.rarity == 4)
  207. // effectList.Add(1, _effectUI);
  208. // _effListTen.Add(index, effectList);
  209. // }
  210. // else {
  211. // if (itemCfg.rarity == 3)
  212. // _effListTen[index].Add(0, _effectUI);
  213. // else if (itemCfg.rarity == 4)
  214. // _effListTen[index].Add(1, _effectUI);
  215. // }
  216. // }
  217. // if (countType == 1 &&
  218. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  219. // {
  220. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  221. // if (itemCfg.rarity == 3)
  222. // _effList.Add(0, _effectUI);
  223. // else if (itemCfg.rarity == 4)
  224. // _effList.Add(1, _effectUI);
  225. // }
  226. //}
  227. int count = 0;
  228. bool isFirst = false;
  229. for (int i = 0; i < _rewardList.Count; i++)
  230. {
  231. if (_rewardList[i].id == itemData.id) count++;
  232. if (count == 1 && i == index) isFirst = true;
  233. }
  234. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  235. item.m_t0.Play();
  236. if (item.target.data == null)
  237. {
  238. item.target.onClick.Add(ShowItemTips);
  239. }
  240. item.target.data = index;
  241. _itemIdList.Add(index, itemCfg.id);
  242. _itemObjList.Add(index, com);
  243. UI_LuckyBoxBonusShowItem.ProxyEnd();
  244. }
  245. private void ShowItemTips(EventContext context)
  246. {
  247. GObject obj = context.sender as GObject;
  248. int index = (int)obj.data;
  249. _chooseIndex = index;
  250. HandClickItem(index);
  251. }
  252. private void HandClickItem(int index)
  253. {
  254. _ui.m_touchFlipOpen.touchable = true;
  255. _handClick = true;
  256. ClickItem(index);
  257. //翻牌动画
  258. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  259. }
  260. private void UpClickDataTime(object param = null)
  261. {
  262. int index = (int)param;
  263. Timers.inst.Remove(UpClickDataTime);
  264. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  265. {
  266. HideOtherShowWindow();
  267. _ui.m_touchFlipOpen.touchable = false;
  268. }
  269. else
  270. ClickItem(index);
  271. }
  272. void ClickItem(int index)
  273. {
  274. if (_recordOpenIndex.Count >= _rewardList.Count)
  275. _ui.m_BtnPass.visible = false;
  276. if (!_recordOpenIndex.Contains(index))
  277. TurnItem(index);
  278. else
  279. {
  280. if (!_recordTurnIndex.Contains(index))
  281. ShowTurnItem(index);
  282. else
  283. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  284. }
  285. }
  286. private void UpDataTimeTouchLoaBg(object param = null)
  287. {
  288. _touchLoaBg = true;
  289. }
  290. private void OnClickLoaBg(EventContext context)
  291. {
  292. if (!_touchLoaBg)
  293. {
  294. return;
  295. }
  296. _touchLoaBg = false;
  297. Timers.inst.Add(0.3f, 1, UpDataTimeTouchLoaBg);
  298. if (_recordOpenIndex.Count >= _rewardList.Count)
  299. {
  300. _chooseIndex = -1;
  301. this.Hide();
  302. }
  303. else
  304. {
  305. for (int index = 0; index < _rewardList.Count; index++)
  306. {
  307. if (!_recordOpenIndex.Contains(index))
  308. {
  309. _chooseIndex = index;
  310. HandClickItem(index);
  311. break;
  312. }
  313. }
  314. }
  315. }
  316. private void OnClickBtnPass()
  317. {
  318. for (int index = 0; index < _rewardList.Count; index++)
  319. {
  320. if (!_recordOpenIndex.Contains(index))
  321. {
  322. int count = 0;
  323. bool isFirst = false;
  324. for (int i = 0; i < _rewardList.Count; i++)
  325. {
  326. if (_rewardList[i].id == _rewardList[index].id) count++;
  327. if (count == 1 && i == index) isFirst = true;
  328. }
  329. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  330. if (!open)
  331. {
  332. _chooseIndex = -1;
  333. ClickItem(index);
  334. }
  335. }
  336. }
  337. ClickPass();
  338. }
  339. private void ClickPass()
  340. {
  341. GetSuitItemController.isAuto = true;
  342. _ui.m_touchFlipOpen.touchable = true;
  343. _ui.m_BtnPass.visible = false;
  344. for (int i = 0; i < _rewardList.Count; i++)
  345. {
  346. TurnItem(i);
  347. }
  348. //展示获得物品
  349. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  350. }
  351. private void UpDataTime(object param = null)
  352. {
  353. _ui.m_touchFlipOpen.touchable = true;
  354. if (_recordTurnIndex.Count >= _rewardList.Count)
  355. {
  356. Timers.inst.Remove(UpDataTime);
  357. HideOtherShowWindow();
  358. _ui.m_touchFlipOpen.touchable = false;
  359. GetSuitItemController.isAuto = false;
  360. }
  361. for (int i = 0; i < _rewardList.Count; i++)
  362. {
  363. if (!_recordTurnIndex.Contains(i))
  364. {
  365. ShowTurnItem(i);
  366. break;
  367. }
  368. }
  369. }
  370. //控制展示获得物品界面
  371. private void ShowTurnItem(int index)
  372. {
  373. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  374. if (!_AnimationWait)
  375. return;
  376. if (item.m_comIcon.m_imgNew.visible)
  377. {
  378. _countShow += 1;
  379. //判断是否有套装需要展示
  380. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  381. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  382. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  383. {
  384. if (_countShow == 1)
  385. {
  386. ViewManager.Hide<SuitItemView>();
  387. ViewManager.Hide<LuckyBoxNewCardView>();
  388. ViewManager.Hide<GetSuitItemVIew>();
  389. _rewardItemList.Clear();
  390. _rewardItemList.Add(_rewardList[index]);
  391. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  392. }
  393. else
  394. {
  395. ViewManager.Hide<LuckyBoxNewDressView>();
  396. ViewManager.Hide<LuckyBoxNewCardView>();
  397. int count = 0;
  398. int totalCount = 0;
  399. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  400. if (_countShow == 2) //展示进度条界面
  401. {
  402. int countSuitId = 0;
  403. for (int i = index + 1; i < _rewardList.Count; i++)
  404. {
  405. if (_rewardList[i].id != _itemIdList[index]) {
  406. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  407. if (itemSuitId == suitId)
  408. countSuitId++;
  409. }
  410. }
  411. count = count - countSuitId;
  412. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  413. }
  414. else if (_countShow == 3) //展示集齐套装界面
  415. {
  416. ViewManager.Hide<SuitItemView>();
  417. ViewManager.Show<GetSuitItemVIew>(suitId);
  418. _AnimationWait = false;
  419. }
  420. //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)
  421. if (count < totalCount || (count >= totalCount && _countShow > 5))
  422. {
  423. _recordTurnIndex.Add(index);
  424. _countShow = 0;
  425. if (_handClick)
  426. {
  427. _handClick = false;
  428. _ui.m_touchFlipOpen.touchable = false;
  429. }
  430. }
  431. }
  432. }
  433. else
  434. {
  435. //词牌和不是套装进这里
  436. ViewManager.Hide<SuitItemView>();
  437. ViewManager.Hide<LuckyBoxNewCardView>();
  438. ViewManager.Hide<GetSuitItemVIew>();
  439. _rewardItemList.Clear();
  440. _rewardItemList.Add(_rewardList[index]);
  441. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  442. _recordTurnIndex.Add(index);
  443. _countShow = 0;
  444. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  445. }
  446. }
  447. else
  448. {
  449. _recordTurnIndex.Add(index);
  450. _ui.m_touchFlipOpen.touchable = false;
  451. }
  452. UI_LuckyBoxBonusShowItem.ProxyEnd();
  453. }
  454. private void touchFlipOpen(object param)
  455. {
  456. Timers.inst.Remove(touchFlipOpen);
  457. _ui.m_touchFlipOpen.touchable = false;
  458. }
  459. private void TurnItem(int index)
  460. {
  461. if (!_recordOpenIndex.Contains(index))
  462. {
  463. // 删除 “等待翻开” 的特效
  464. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  465. {
  466. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  467. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  468. }
  469. if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))
  470. {
  471. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
  472. _effectUIDic.Remove("CK_Loop_Wait_GS" + index);
  473. }
  474. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  475. {
  476. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  477. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  478. }
  479. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  480. if (!item.m_comIcon.m_imgNew.visible)
  481. _recordTurnIndex.Add(index);
  482. //先翻开牌面
  483. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  484. //item.m_t1.Play();
  485. item.m_t2.Play();
  486. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  487. // 点击特效
  488. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  489. // 翻开特效
  490. switch (itemCfg.rarity)
  491. {
  492. case 1:
  493. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  494. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  495. break;
  496. case 2:
  497. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  498. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  499. break;
  500. case 3:
  501. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  502. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  503. break;
  504. case 4:
  505. _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
  506. _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
  507. break;
  508. case 5:
  509. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  510. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  511. break;
  512. }
  513. item.m_comIcon.m_t0.Play();
  514. _recordOpenIndex.Add(index);
  515. UI_LuckyBoxBonusShowItem.ProxyEnd();
  516. }
  517. }
  518. private void HideOtherShowWindow()
  519. {
  520. ViewManager.Hide<SuitItemView>();
  521. ViewManager.Hide<GetSuitItemVIew>();
  522. ViewManager.Hide<LuckyBoxNewDressView>();
  523. ViewManager.Hide<LuckyBoxNewCardView>();
  524. }
  525. private void SetAnimationWait()
  526. {
  527. _AnimationWait = true;
  528. }
  529. }
  530. }