LuckyBoxBonusShowView.cs 25 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, bool> _itemHasNew = new Dictionary<int, bool>();
  16. private Dictionary<int, int> _itemIdList = new Dictionary<int, int>();
  17. private Dictionary<int, GComponent> _itemObjList = new Dictionary<int, GComponent>();
  18. private List<int> _recordOpenIndex = new List<int>(); //记录打开过得item位置
  19. private List<int> _recordTurnIndex = new List<int>(); //记录播放过item位置
  20. private int _chooseIndex = -1; //当前选中的index
  21. private int _countShow = 0; //第几次展示
  22. private bool _handClick = false; //手动点击开启
  23. private bool _AnimationWait = true; //抽卡动画等待加载完毕
  24. bool _touchLoaBg = true; //防止点击背景事件太快
  25. private EffectUI _effectUI1;
  26. private EffectUI _effectUI2;
  27. private EffectUI _effectUI3;
  28. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  29. public override void Dispose()
  30. {
  31. EffectUIPool.Recycle(_effectUI1);
  32. _effectUI1 = null;
  33. EffectUIPool.Recycle(_effectUI2);
  34. _effectUI2 = null;
  35. EffectUIPool.Recycle(_effectUI3);
  36. _effectUI3 = null;
  37. for (int key = 0; key < _effListTen.Count; key++)
  38. {
  39. if (_effListTen.ContainsKey(key))
  40. {
  41. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  42. {
  43. if (_effListTen[key].ContainsKey(key1))
  44. {
  45. EffectUIPool.Recycle(_effListTen[key][key1]);
  46. _effListTen[key][key1] = null;
  47. }
  48. }
  49. }
  50. }
  51. _effListTen.Clear();
  52. for (int key = 0; key < _effList.Count; key++)
  53. {
  54. if (_effList.ContainsKey(key))
  55. {
  56. EffectUIPool.Recycle(_effList[key]);
  57. _effList[key] = null;
  58. }
  59. }
  60. _effList.Clear();
  61. if (_ui != null)
  62. {
  63. _ui.Dispose();
  64. _ui = null;
  65. }
  66. base.Dispose();
  67. }
  68. protected override void OnInit()
  69. {
  70. base.OnInit();
  71. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  72. _ui = UI_LuckBoxBonusShowUI.Create();
  73. this.viewCom = _ui.target;
  74. isfullScreen = true;
  75. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  76. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  77. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  78. UpdateEffect();
  79. }
  80. private void UpdateEffect()
  81. {
  82. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  83. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  84. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  85. }
  86. protected override void AddEventListener()
  87. {
  88. base.AddEventListener();
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  90. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  91. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  92. }
  93. protected override void RemoveEventListener()
  94. {
  95. base.RemoveEventListener();
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  97. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  98. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  99. }
  100. protected void OthershowViewClose()
  101. {
  102. _ui.m_touchFlipOpen.touchable = false;
  103. }
  104. protected void ReferNextShow()
  105. {
  106. if (GetSuitItemController.isAuto)
  107. return;
  108. int suitId = 0;
  109. if(_itemIdList.ContainsKey(_chooseIndex))
  110. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  111. if (_chooseIndex != -1 && suitId > 0)
  112. ClickItem(_chooseIndex);
  113. else
  114. {
  115. if (_handClick)
  116. {
  117. _handClick = false;
  118. _ui.m_touchFlipOpen.touchable = false;
  119. }
  120. }
  121. }
  122. protected override void OnShown()
  123. {
  124. base.OnShown();
  125. _touchLoaBg = false;
  126. _rewardList.AddRange(this.viewData as List<ItemData>);
  127. _itemIdList.Clear();
  128. _itemObjList.Clear();
  129. _recordOpenIndex.Clear();
  130. _recordTurnIndex.Clear();
  131. _itemHasNew.Clear();
  132. _ui.m_BtnPass.visible = true;
  133. _ui.m_touchFlipOpen.touchable = false;
  134. GetSuitItemController.isAuto = false;
  135. if (_rewardList.Count == 1)
  136. {
  137. _ui.m_c1.selectedIndex = 0;
  138. UpdateItem(_ui.m_itemOne.target, 0, 1);
  139. }
  140. else
  141. {
  142. _ui.m_c1.selectedIndex = 1;
  143. for (int i = 0; i < _rewardList.Count; i++)
  144. {
  145. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  146. }
  147. }
  148. MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  149. //修改,因为加了抽奖动画,在进入后就直接筛选掉所有不是新的
  150. for (int i = 0; i < _rewardList.Count; i++)
  151. {
  152. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[i]);
  153. if (!item.m_comIcon.m_imgNew.visible)
  154. {
  155. _recordTurnIndex.Add(i);
  156. _recordOpenIndex.Add(i);
  157. }
  158. UI_LuckyBoxBonusShowItem.ProxyEnd();
  159. }
  160. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  161. }
  162. protected override void OnHide()
  163. {
  164. _rewardList.Clear();
  165. base.OnHide();
  166. Timers.inst.Remove(UpDataTime);
  167. Timers.inst.Remove(UpClickDataTime);
  168. Timers.inst.Remove(touchFlipOpen);
  169. Timers.inst.Remove(UpDataTimeTouchLoaBg);
  170. GetSuitItemController.isAuto = false;
  171. _touchLoaBg = true;
  172. foreach (var v in _effectUIDic)
  173. {
  174. EffectUIPool.Recycle(v.Value);
  175. }
  176. _effectUIDic.Clear();
  177. EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);
  178. }
  179. private void UpdateItem(GComponent com, int index, int countType)
  180. {
  181. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  182. ItemData itemData = _rewardList[index];
  183. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  184. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  185. item.m_comIcon.m_txtName.text = itemCfg.name;
  186. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  187. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  188. item.m_comIcon.m_t1.Play();
  189. // 圆盘出现时等待玩家点击的特效
  190. switch (itemCfg.rarity)
  191. {
  192. case 1:
  193. break;
  194. case 2:
  195. break;
  196. case 3:
  197. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  198. break;
  199. case 4:
  200. _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
  201. break;
  202. case 5:
  203. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  204. break;
  205. }
  206. //带特效的处理先注释
  207. //item.m_comIcon.m_holder.visible = false;
  208. //item.m_comIcon.m_holder1.visible = false;
  209. //if (itemCfg.rarity > 2) {
  210. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  211. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  212. // holder.visible = true;
  213. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  214. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  215. // {
  216. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  217. // if (!_effListTen.ContainsKey(index))
  218. // {
  219. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  220. // if (itemCfg.rarity == 3)
  221. // effectList.Add(0, _effectUI);
  222. // else if (itemCfg.rarity == 4)
  223. // effectList.Add(1, _effectUI);
  224. // _effListTen.Add(index, effectList);
  225. // }
  226. // else {
  227. // if (itemCfg.rarity == 3)
  228. // _effListTen[index].Add(0, _effectUI);
  229. // else if (itemCfg.rarity == 4)
  230. // _effListTen[index].Add(1, _effectUI);
  231. // }
  232. // }
  233. // if (countType == 1 &&
  234. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  235. // {
  236. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  237. // if (itemCfg.rarity == 3)
  238. // _effList.Add(0, _effectUI);
  239. // else if (itemCfg.rarity == 4)
  240. // _effList.Add(1, _effectUI);
  241. // }
  242. //}
  243. int count = 0;
  244. bool isFirst = false;
  245. for (int i = 0; i < _rewardList.Count; i++)
  246. {
  247. if (_rewardList[i].id == itemData.id) count++;
  248. if (count == 1 && i == index) isFirst = true;
  249. }
  250. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  251. if (_itemHasNew.ContainsKey(index))
  252. _itemHasNew[index] = item.m_comIcon.m_imgNew.visible;
  253. else
  254. _itemHasNew.Add(index, item.m_comIcon.m_imgNew.visible);
  255. item.m_t0.Play();
  256. if (item.target.data == null)
  257. {
  258. item.target.onClick.Add(ShowItemTips);
  259. }
  260. item.target.data = index;
  261. _itemIdList.Add(index, itemCfg.id);
  262. _itemObjList.Add(index, com);
  263. UI_LuckyBoxBonusShowItem.ProxyEnd();
  264. }
  265. private void ShowItemTips(EventContext context)
  266. {
  267. if (!_touchLoaBg)
  268. {
  269. return;
  270. }
  271. _touchLoaBg = false;
  272. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  273. GObject obj = context.sender as GObject;
  274. int index = (int)obj.data;
  275. _chooseIndex = index;
  276. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  277. //HandClickItem(index);
  278. }
  279. private void HandClickItem(int index)
  280. {
  281. _ui.m_touchFlipOpen.touchable = true;
  282. _handClick = true;
  283. ClickItem(index);
  284. //翻牌动画
  285. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  286. }
  287. private void UpClickDataTime(object param = null)
  288. {
  289. int index = (int)param;
  290. Timers.inst.Remove(UpClickDataTime);
  291. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  292. {
  293. HideOtherShowWindow();
  294. _ui.m_touchFlipOpen.touchable = false;
  295. }
  296. else
  297. ClickItem(index);
  298. }
  299. void ClickItem(int index)
  300. {
  301. if (_recordOpenIndex.Count >= _rewardList.Count)
  302. _ui.m_BtnPass.visible = false;
  303. if (!_recordOpenIndex.Contains(index))
  304. {
  305. TurnItem(index);
  306. }
  307. else
  308. {
  309. if (!_recordTurnIndex.Contains(index))
  310. ShowTurnItem(index);
  311. else
  312. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  313. }
  314. }
  315. private void UpDataTimeTouchLoaBg(object param = null)
  316. {
  317. _touchLoaBg = true;
  318. }
  319. private void OnClickLoaBg(EventContext context)
  320. {
  321. if (!_touchLoaBg)
  322. {
  323. return;
  324. }
  325. _touchLoaBg = false;
  326. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  327. if (_recordOpenIndex.Count >= _rewardList.Count)
  328. {
  329. _chooseIndex = -1;
  330. this.Hide();
  331. }
  332. else
  333. {
  334. for (int index = 0; index < _rewardList.Count; index++)
  335. {
  336. if (!_recordOpenIndex.Contains(index))
  337. {
  338. _chooseIndex = index;
  339. HandClickItem(index);
  340. break;
  341. }
  342. }
  343. }
  344. }
  345. private void OnClickBtnPass()
  346. {
  347. for (int index = 0; index < _rewardList.Count; index++)
  348. {
  349. if (!_recordOpenIndex.Contains(index))
  350. {
  351. int count = 0;
  352. bool isFirst = false;
  353. for (int i = 0; i < _rewardList.Count; i++)
  354. {
  355. if (_rewardList[i].id == _rewardList[index].id) count++;
  356. if (count == 1 && i == index) isFirst = true;
  357. }
  358. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  359. if (!open)
  360. {
  361. _chooseIndex = -1;
  362. ClickItem(index);
  363. }
  364. }
  365. }
  366. ClickPass();
  367. }
  368. private void ClickPass()
  369. {
  370. GetSuitItemController.isAuto = true;
  371. _ui.m_touchFlipOpen.touchable = true;
  372. _ui.m_BtnPass.visible = false;
  373. for (int i = 0; i < _rewardList.Count; i++)
  374. {
  375. TurnItem(i);
  376. }
  377. //展示获得物品
  378. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  379. }
  380. private void UpDataTime(object param = null)
  381. {
  382. _ui.m_touchFlipOpen.touchable = true;
  383. if (_recordTurnIndex.Count >= _rewardList.Count)
  384. {
  385. Timers.inst.Remove(UpDataTime);
  386. HideOtherShowWindow();
  387. _ui.m_touchFlipOpen.touchable = false;
  388. GetSuitItemController.isAuto = false;
  389. }
  390. for (int i = 0; i < _rewardList.Count; i++)
  391. {
  392. if (!_recordTurnIndex.Contains(i))
  393. {
  394. ShowTurnItem(i);
  395. break;
  396. }
  397. }
  398. }
  399. //控制展示获得物品界面
  400. private void ShowTurnItem(int index)
  401. {
  402. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  403. if (!_AnimationWait)
  404. return;
  405. if (item.m_comIcon.m_imgNew.visible)
  406. {
  407. _countShow += 1;
  408. //判断是否有套装需要展示
  409. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  410. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  411. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  412. {
  413. if (_countShow == 1)
  414. {
  415. ViewManager.Hide<SuitItemView>();
  416. ViewManager.Hide<LuckyBoxNewCardView>();
  417. ViewManager.Hide<GetSuitItemVIew>();
  418. _rewardItemList.Clear();
  419. _rewardItemList.Add(_rewardList[index]);
  420. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  421. }
  422. else
  423. {
  424. ViewManager.Hide<LuckyBoxNewDressView>();
  425. ViewManager.Hide<LuckyBoxNewCardView>();
  426. int count = 0;
  427. int totalCount = 0;
  428. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  429. if (_countShow == 2) //展示进度条界面
  430. {
  431. int countSuitId = 0;
  432. for (int i = index + 1; i < _rewardList.Count; i++)
  433. {
  434. _itemHasNew.TryGetValue(i, out bool isNew);
  435. var itemRewardCfg = ItemCfgArray.Instance.GetCfg(_rewardList[i].id);
  436. if (isNew && itemRewardCfg.itemType == ConstItemType.DRESS_UP && itemRewardCfg.suitId == suitId) {
  437. countSuitId++;
  438. }
  439. }
  440. count = count - countSuitId;
  441. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  442. }
  443. else if (_countShow == 3) //展示集齐套装界面
  444. {
  445. ViewManager.Hide<SuitItemView>();
  446. ViewManager.Show<GetSuitItemVIew>(suitId);
  447. _AnimationWait = false;
  448. }
  449. //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)
  450. if (count <= 0 || totalCount <= 0 || count < totalCount || (count >= totalCount && _countShow > 5))
  451. {
  452. _recordTurnIndex.Add(index);
  453. _countShow = 0;
  454. if (_handClick)
  455. {
  456. _handClick = false;
  457. _ui.m_touchFlipOpen.touchable = false;
  458. }
  459. }
  460. }
  461. }
  462. else
  463. {
  464. //词牌和不是套装进这里
  465. ViewManager.Hide<SuitItemView>();
  466. ViewManager.Hide<LuckyBoxNewCardView>();
  467. ViewManager.Hide<GetSuitItemVIew>();
  468. _rewardItemList.Clear();
  469. _rewardItemList.Add(_rewardList[index]);
  470. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  471. _recordTurnIndex.Add(index);
  472. _countShow = 0;
  473. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  474. }
  475. }
  476. else
  477. {
  478. _recordTurnIndex.Add(index);
  479. _ui.m_touchFlipOpen.touchable = false;
  480. }
  481. UI_LuckyBoxBonusShowItem.ProxyEnd();
  482. }
  483. private void touchFlipOpen(object param)
  484. {
  485. Timers.inst.Remove(touchFlipOpen);
  486. _ui.m_touchFlipOpen.touchable = false;
  487. }
  488. private void TurnItem(int index)
  489. {
  490. if (!_recordOpenIndex.Contains(index))
  491. {
  492. // 删除 “等待翻开” 的特效
  493. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  494. {
  495. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  496. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  497. }
  498. if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))
  499. {
  500. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
  501. _effectUIDic.Remove("CK_Loop_Wait_GS" + index);
  502. }
  503. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  504. {
  505. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  506. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  507. }
  508. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  509. if (!item.m_comIcon.m_imgNew.visible)
  510. {
  511. if(!_recordTurnIndex.Contains(index))
  512. {
  513. _recordTurnIndex.Add(index);
  514. }
  515. }
  516. //先翻开牌面
  517. //item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  518. //item.m_t1.Play();
  519. //item.m_t2.Play();
  520. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  521. // 点击特效
  522. if (!_effectUIDic.ContainsKey("CK_Cirle_DJ" + index))
  523. {
  524. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  525. }
  526. else
  527. {
  528. _effectUIDic["CK_Cirle_DJ" + index] = EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ");
  529. }
  530. // 翻开特效
  531. switch (itemCfg.rarity)
  532. {
  533. case 1:
  534. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  535. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  536. break;
  537. case 2:
  538. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  539. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  540. break;
  541. case 3:
  542. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  543. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  544. break;
  545. case 4:
  546. _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
  547. _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
  548. break;
  549. case 5:
  550. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  551. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  552. break;
  553. }
  554. //item.m_comIcon.m_t0.Play();
  555. if(!_recordOpenIndex.Contains(index))
  556. {
  557. _recordOpenIndex.Add(index);
  558. }
  559. UI_LuckyBoxBonusShowItem.ProxyEnd();
  560. }
  561. }
  562. private void HideOtherShowWindow()
  563. {
  564. ViewManager.Hide<SuitItemView>();
  565. ViewManager.Hide<GetSuitItemVIew>();
  566. ViewManager.Hide<LuckyBoxNewDressView>();
  567. ViewManager.Hide<LuckyBoxNewCardView>();
  568. }
  569. private void SetAnimationWait()
  570. {
  571. _AnimationWait = true;
  572. }
  573. }
  574. }