StoreBrocadeWeavView.cs 15 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using ET;
  4. using FairyGUI;
  5. using UI.Store;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class StoreBrocadeWeavView : BaseWindow
  10. {
  11. private UI_StoreBrocadeWeavUI _ui;
  12. private List<BattlePassCfg> _rewardCfgs;
  13. public override void Dispose()
  14. {
  15. if (_ui != null)
  16. {
  17. _ui.Dispose();
  18. _ui = null;
  19. }
  20. base.Dispose();
  21. }
  22. protected override void OnInit()
  23. {
  24. base.OnInit();
  25. packageName = UI_StoreBrocadeWeavUI.PACKAGE_NAME;
  26. _ui = UI_StoreBrocadeWeavUI.Create();
  27. viewCom = _ui.target;
  28. isfullScreen = true;
  29. clickBlankToClose = false;
  30. _ui.m_btnOpen.onClick.Add(OnBtnOpenClick);
  31. _ui.m_btnBuyLevel.onClick.Add(OnBtnBuyLevel);
  32. _ui.m_btnGetAll.onClick.Add(OnBtnGetAllClick);
  33. _ui.m_btnBrocadeWeavTask.onClick.Add(OnBtnBrocadeWeavTaskClick);
  34. _ui.m_RewardList.itemRenderer = ListBoxRewardItemRender;
  35. _ui.m_RewardList.SetVirtual();
  36. _ui.m_SpecialReward.m_RewardList.itemRenderer = SpecialRewardRender;
  37. _ui.m_tip.onClick.Add(RuleController.ShowRuleView);
  38. _ui.m_tip.data = 300012;
  39. _ui.m_LevelProcess.m_loaIcon.url =
  40. ResPathUtil.GetCommonGameResPath(ItemCfgArray.Instance.GetCfg(ConstItemID.BATTLE_PASS_CURRENCY).res);
  41. }
  42. protected override void OnHide()
  43. {
  44. base.OnHide();
  45. Timers.inst.Remove(UpdateTime);
  46. }
  47. protected override void OnShown()
  48. {
  49. base.OnShown();
  50. oldLevel = 0;
  51. SetSeasonLeftTime();
  52. SetBattlePassLevel();
  53. SetOpenBattlePassBtnStatus();
  54. FreshSpecialReward(oldLevel);
  55. var battlePassCfgs =
  56. BattlePassCfgArray.Instance.GetCfgsByid(BattlePassTaskDataManager.Instance.GetSeasonId());
  57. var minLevel =
  58. (from battlePassCfg in battlePassCfgs
  59. let state = BattlePassTaskDataManager.Instance.GetRewardState(battlePassCfg.level)
  60. where battlePassCfg.level != 0 && state != 2
  61. select battlePassCfg.level).FirstOrDefault();
  62. minLevel = Mathf.Max(1, minLevel);
  63. _ui.m_RewardList.ScrollToView(minLevel - 1);
  64. UpdateBtnBrocadeWeavTaskRed();
  65. }
  66. protected override void AddEventListener()
  67. {
  68. base.AddEventListener();
  69. //监听通行证等级变化
  70. EventAgent.AddEventListener(ConstMessage.BATTLEPASS_LEVEL_CHANGE, SetBattlePassLevel);
  71. EventAgent.AddEventListener(ConstMessage.NOTICE_PASSPORT_OPEN, OnBattlePassOpen);
  72. EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, OnItemChange);
  73. EventAgent.AddEventListener(ConstMessage.NOTICE_BATCH_TASK_STATE_CHANGE, UpdateBtnBrocadeWeavTaskRed);
  74. }
  75. protected override void RemoveEventListener()
  76. {
  77. base.RemoveEventListener();
  78. EventAgent.RemoveEventListener(ConstMessage.BATTLEPASS_LEVEL_CHANGE, SetBattlePassLevel);
  79. EventAgent.RemoveEventListener(ConstMessage.NOTICE_PASSPORT_OPEN, OnBattlePassOpen);
  80. EventAgent.RemoveEventListener(ConstMessage.ITEM_CHANGED, OnItemChange);
  81. EventAgent.RemoveEventListener(ConstMessage.NOTICE_BATCH_TASK_STATE_CHANGE, UpdateBtnBrocadeWeavTaskRed);
  82. }
  83. private void OnBattlePassOpen()
  84. {
  85. SetOpenBattlePassBtnStatus();
  86. FreshReward();
  87. }
  88. private void OnItemChange(EventContext eventContext)
  89. {
  90. var itemId = (int)eventContext.data;
  91. if (itemId != ConstItemID.BATTLE_PASS_CURRENCY) return;
  92. //刷新积分列表
  93. SetExpProcess();
  94. }
  95. //开启通行证
  96. private void OnBtnOpenClick(EventContext context)
  97. {
  98. ViewManager.Show<OpenBattlePassView>(null, new object[] { typeof(StoreBrocadeWeavView).FullName, null });
  99. }
  100. private void OnBtnBuyLevel(EventContext context)
  101. {
  102. var dataManager = BattlePassTaskDataManager.Instance;
  103. var seasonId = dataManager.GetSeasonId();
  104. var battlePassCfg =
  105. BattlePassCfgArray.Instance.GetCfgByidAndlevel(seasonId, dataManager.GetBattlePassLevel() + 1);
  106. if (battlePassCfg == null)
  107. {
  108. PromptController.Instance.ShowFloatTextPrompt("已经满级");
  109. return;
  110. }
  111. ViewManager.Show<BuyBattlePassLevelView>(null, new object[] { typeof(StoreBrocadeWeavView).FullName, null });
  112. }
  113. //领取奖励
  114. private async void OnBtnGetClick(EventContext context)
  115. {
  116. if (!(context.sender is GObject obj)) return;
  117. var id = (int)obj.data;
  118. var get = await BattlePassTaskSProxy.GetBattlePassReward(id);
  119. if (!get) return;
  120. SetBattlePassLevel();
  121. }
  122. //继续领取
  123. private void OnBtnContinueClick(EventContext context)
  124. {
  125. // if (!(context.sender is GObject obj)) return;
  126. // var id = (int)obj.data;
  127. // var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  128. // if (!isBuy)
  129. // {
  130. ViewManager.Show<OpenBattlePassView>(null, new object[] { typeof(StoreBrocadeWeavView).FullName, null });
  131. // return;
  132. // }
  133. // var get = await BattlePassTaskSProxy.GetBattlePassReward(id);
  134. // if (!get) return;
  135. // SetBattlePassLevel();
  136. }
  137. //领取全部奖励
  138. private async void OnBtnGetAllClick(EventContext context)
  139. {
  140. var get = await BattlePassTaskSProxy.GetAllBattlePassReward(onSuccess: () =>
  141. {
  142. var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  143. if (isBuy) return;
  144. ViewManager.Show<OpenBattlePassView>(null,
  145. new object[] { typeof(StoreBrocadeWeavView).FullName, null });
  146. });
  147. if (!get) return;
  148. SetBattlePassLevel();
  149. }
  150. //点击织造任务
  151. private void OnBtnBrocadeWeavTaskClick(EventContext context)
  152. {
  153. ViewManager.Show<BrocadeWeavTaskView>();
  154. }
  155. //前往
  156. // private void OnBtnGoClick(EventContext context)
  157. // {
  158. // Hide();
  159. // var btnGo = context.sender as GObject;
  160. // if (btnGo == null) return;
  161. // ViewManager.Show($"GFGGame.{btnGo.data}", null, new[] { typeof(TaskView).FullName, viewData }, true);
  162. // }
  163. private void ListBoxRewardItemRender(int index, GObject obj)
  164. {
  165. var item = UI_BrocadeWeavRewardItem.Proxy(obj);
  166. var level = index + 1;
  167. //设置进度
  168. item.m_imageProgress.visible = BattlePassTaskDataManager.Instance.GetBattlePassLevel() >= level;
  169. //这里跳过为0的第一个配置
  170. var battlePassCfg = _rewardCfgs[level];
  171. //设置等级
  172. item.m_Level.text = battlePassCfg.level.ToString();
  173. //获取玩家当前的通行证等级
  174. var state = BattlePassTaskDataManager.Instance.GetRewardState(level);
  175. //设置奖励
  176. var bonusNormalArr = battlePassCfg.bonusNormalArr;
  177. if (bonusNormalArr != null && bonusNormalArr.Length > 0)
  178. {
  179. item.m_NormalReward.visible = true;
  180. var itemData = ItemUtil.createItemData(bonusNormalArr[0]);
  181. var itemView = new ItemView(item.m_NormalReward);
  182. item.m_NormalReward.data ??= itemView;
  183. itemView.SetData(itemData);
  184. itemView.ChangeTxtCountStyle();
  185. itemView.GrpGotVisible = BattlePassTaskDataManager.Instance.CheckLevelRewardGet(level);
  186. RedDotController.Instance.SetComRedDot(item.m_NormalReward, state == 1);
  187. }
  188. else
  189. {
  190. item.m_NormalReward.data = null;
  191. item.m_NormalReward.visible = false;
  192. }
  193. if (item.m_RewardList.data == null)
  194. {
  195. item.m_RewardList.itemRenderer = SpecialRewardRender;
  196. }
  197. var superLevelRewardGet = BattlePassTaskDataManager.Instance.CheckSuperLevelRewardGet(level);
  198. item.m_RewardList.data = (battlePassCfg.bonusSpecialArr, true , state, superLevelRewardGet);
  199. item.m_RewardList.numItems = battlePassCfg.bonusSpecialArr.Length;
  200. if (state == 1) {
  201. item.m_touch.onClick.Set(OnBtnGetClick);
  202. item.m_touch.data = battlePassCfg.level;
  203. }
  204. //设置按钮状态
  205. //SetBtnState(item, battlePassCfg.level, state);
  206. //item.target.data = battlePassCfg;
  207. UI_BrocadeWeavRewardItem.ProxyEnd();
  208. FreshSpecialReward(level);
  209. }
  210. //SpecialRewardRender
  211. private static void SpecialRewardRender(int index, GObject obj)
  212. {
  213. var keyValuePair = ((int[][], bool, int, bool))obj.parent.data;
  214. var itemInfo = keyValuePair.Item1[index];
  215. var itemData = ItemUtil.createItemData(itemInfo);
  216. var itemView = new ItemView(obj as GComponent);
  217. obj.data ??= itemView;
  218. itemView.SetData(itemData);
  219. itemView.ChangeTxtCountStyle();
  220. if (keyValuePair.Item2) {
  221. RedDotController.Instance.SetComRedDot(itemView.GetGComponentObj, keyValuePair.Item3 == 1);
  222. itemView.GrpGotVisible = keyValuePair.Item4;
  223. }
  224. }
  225. //根据状态设置按钮
  226. private void SetBtnState(UI_BrocadeWeavRewardItem item, int id, int state)
  227. {
  228. item.m_c1.selectedIndex = state;
  229. RedDotController.Instance.SetComRedDot(item.m_GetRewardBt, state == 1);
  230. if (item.m_GetRewardBt.data == null)
  231. {
  232. item.m_GetRewardBt.onClick.Add(OnBtnGetClick);
  233. }
  234. item.m_GetRewardBt.data = id;
  235. //继续领取
  236. if (item.m_ContinueBt.data == null)
  237. {
  238. item.m_ContinueBt.onClick.Add(OnBtnContinueClick);
  239. }
  240. item.m_ContinueBt.data = id;
  241. //前往
  242. if (item.m_ComeBt.data == null)
  243. {
  244. item.m_ComeBt.enabled = false;
  245. }
  246. item.m_ComeBt.data = id;
  247. }
  248. //设置赛季剩余时间
  249. private void SetSeasonLeftTime()
  250. {
  251. //获取赛季结束时间
  252. Timers.inst.Add(1, 0, UpdateTime);
  253. }
  254. //UpdateTime
  255. private void UpdateTime(object param)
  256. {
  257. var seasonEndTime = BattlePassTaskDataManager.Instance.GetSeasonEndTime();
  258. var leftTime = seasonEndTime - TimeHelper.ServerNow();
  259. if (leftTime <= 0)
  260. {
  261. Timers.inst.Remove(UpdateTime);
  262. return;
  263. }
  264. _ui.m_LeftTime.text = TimeUtil.FormattingTimeTo_DDHHmm(leftTime);
  265. }
  266. private void SetBattlePassLevel()
  267. {
  268. //获取玩家当前的通行证等级
  269. var dataManager = BattlePassTaskDataManager.Instance;
  270. var battlePassLevel = dataManager.GetBattlePassLevel();
  271. var uiExpProcess = _ui.m_LevelProcess;
  272. uiExpProcess.m_Level.text = battlePassLevel.ToString();
  273. SetExpProcess();
  274. }
  275. private void SetExpProcess()
  276. {
  277. var dataManager = BattlePassTaskDataManager.Instance;
  278. var seasonId = dataManager.GetSeasonId();
  279. var uiExpProcess = _ui.m_LevelProcess;
  280. //获取当前等级的经验
  281. var battlePassCfg =
  282. BattlePassCfgArray.Instance.GetCfgByidAndlevel(seasonId, dataManager.GetBattlePassLevel());
  283. if (battlePassCfg == null)
  284. {
  285. //已经超过了最大等级
  286. uiExpProcess.target.max = 100;
  287. uiExpProcess.target.value = 0;
  288. uiExpProcess.m_c1.selectedIndex = 1;
  289. }
  290. else
  291. {
  292. uiExpProcess.target.max = battlePassCfg.value;
  293. uiExpProcess.target.value = dataManager.GetBattlePassExp();
  294. uiExpProcess.m_NumProcess.SetVar("value", dataManager.GetBattlePassExp().ToString())
  295. .SetVar("maxValue", battlePassCfg.value.ToString()).FlushVars();
  296. FreshReward();
  297. }
  298. }
  299. private void FreshReward()
  300. {
  301. //刷新奖励列表
  302. _rewardCfgs =
  303. new List<BattlePassCfg>(
  304. BattlePassCfgArray.Instance.GetCfgsByid(BattlePassTaskDataManager.Instance.GetSeasonId()));
  305. //去掉第一个为0的配置
  306. _ui.m_RewardList.numItems = _rewardCfgs.Count - 1;
  307. }
  308. private void SetOpenBattlePassBtnStatus()
  309. {
  310. //通行证是否购买
  311. var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  312. _ui.m_c1.selectedIndex = isBuy ? 1 : 0;
  313. }
  314. private int oldLevel;
  315. //刷新特别大奖展示
  316. private void FreshSpecialReward(int level)
  317. {
  318. var battlePassCfg = BattlePassTaskDataManager.Instance.GetSpecialCfg(level);
  319. var uiBattlePassReward = _ui.m_SpecialReward;
  320. if (battlePassCfg == null)
  321. {
  322. uiBattlePassReward.target.visible = false;
  323. return;
  324. }
  325. var newLeve = battlePassCfg.level;
  326. if (newLeve == oldLevel) return;
  327. oldLevel = newLeve;
  328. uiBattlePassReward.target.visible = true;
  329. uiBattlePassReward.m_Level.text = newLeve.ToString();
  330. //设置奖励
  331. var bonusNormalArr = battlePassCfg.bonusNormalArr;
  332. if (bonusNormalArr != null && bonusNormalArr.Length > 0)
  333. {
  334. uiBattlePassReward.m_NormalReward.visible = true;
  335. var itemData = ItemUtil.createItemData(bonusNormalArr[0]);
  336. var item = new ItemView(uiBattlePassReward.m_NormalReward);
  337. item.SetData(itemData);
  338. item.ChangeTxtCountStyle();
  339. }
  340. else
  341. {
  342. uiBattlePassReward.m_NormalReward.visible = false;
  343. }
  344. var superLevelRewardGet = BattlePassTaskDataManager.Instance.CheckSuperLevelRewardGet(level);
  345. var state = BattlePassTaskDataManager.Instance.GetRewardState(level);
  346. uiBattlePassReward.m_RewardList.data = (battlePassCfg.bonusSpecialArr,false ,state, superLevelRewardGet);
  347. uiBattlePassReward.m_RewardList.numItems = battlePassCfg.bonusSpecialArr.Length;
  348. }
  349. //更新织造任务按钮红点
  350. private void UpdateBtnBrocadeWeavTaskRed()
  351. {
  352. RedDotController.Instance.SetComRedDot(_ui.m_btnBrocadeWeavTask,
  353. TaskDataManager.Instance.CheckTaskRewardCanGet(TaskFuncType.BattlePass));
  354. }
  355. }
  356. }