LuckyBoxBonusShowView.cs 22 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. private EffectUI _effectUI1;
  24. private EffectUI _effectUI2;
  25. private EffectUI _effectUI3;
  26. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  27. public override void Dispose()
  28. {
  29. EffectUIPool.Recycle(_effectUI1);
  30. _effectUI1 = null;
  31. EffectUIPool.Recycle(_effectUI2);
  32. _effectUI2 = null;
  33. EffectUIPool.Recycle(_effectUI3);
  34. _effectUI3 = null;
  35. for (int key = 0; key < _effListTen.Count; key++)
  36. {
  37. if (_effListTen.ContainsKey(key))
  38. {
  39. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  40. {
  41. if (_effListTen[key].ContainsKey(key1))
  42. {
  43. EffectUIPool.Recycle(_effListTen[key][key1]);
  44. _effListTen[key][key1] = null;
  45. }
  46. }
  47. }
  48. }
  49. _effListTen.Clear();
  50. for (int key = 0; key < _effList.Count; key++)
  51. {
  52. if (_effList.ContainsKey(key))
  53. {
  54. EffectUIPool.Recycle(_effList[key]);
  55. _effList[key] = null;
  56. }
  57. }
  58. _effList.Clear();
  59. if (_ui != null)
  60. {
  61. _ui.Dispose();
  62. _ui = null;
  63. }
  64. base.Dispose();
  65. }
  66. protected override void OnInit()
  67. {
  68. base.OnInit();
  69. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  70. _ui = UI_LuckBoxBonusShowUI.Create();
  71. this.viewCom = _ui.target;
  72. isfullScreen = true;
  73. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  74. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  75. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  76. UpdateEffect();
  77. }
  78. private void UpdateEffect()
  79. {
  80. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  81. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  82. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  83. }
  84. protected override void AddEventListener()
  85. {
  86. base.AddEventListener();
  87. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  88. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  90. }
  91. protected override void RemoveEventListener()
  92. {
  93. base.RemoveEventListener();
  94. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  95. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  97. }
  98. protected void OthershowViewClose()
  99. {
  100. _ui.m_touchFlipOpen.touchable = false;
  101. }
  102. protected void ReferNextShow()
  103. {
  104. if (GetSuitItemController.isAuto)
  105. return;
  106. int suitId = 0;
  107. if(_itemIdList.ContainsKey(_chooseIndex))
  108. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  109. if (_chooseIndex != -1 && suitId > 0)
  110. ClickItem(_chooseIndex);
  111. else
  112. {
  113. if (_handClick)
  114. {
  115. _handClick = false;
  116. _ui.m_touchFlipOpen.touchable = false;
  117. }
  118. }
  119. }
  120. protected override void OnShown()
  121. {
  122. base.OnShown();
  123. _rewardList.AddRange(this.viewData as List<ItemData>);
  124. _itemIdList.Clear();
  125. _itemObjList.Clear();
  126. _recordOpenIndex.Clear();
  127. _recordTurnIndex.Clear();
  128. _ui.m_BtnPass.visible = true;
  129. _ui.m_touchFlipOpen.touchable = false;
  130. GetSuitItemController.isAuto = false;
  131. if (_rewardList.Count == 1)
  132. {
  133. _ui.m_c1.selectedIndex = 0;
  134. UpdateItem(_ui.m_itemOne.target, 0, 1);
  135. }
  136. else
  137. {
  138. _ui.m_c1.selectedIndex = 1;
  139. for (int i = 0; i < _rewardList.Count; i++)
  140. {
  141. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  142. }
  143. }
  144. }
  145. protected override void OnHide()
  146. {
  147. _rewardList.Clear();
  148. base.OnHide();
  149. Timers.inst.Remove(UpDataTime);
  150. Timers.inst.Remove(UpClickDataTime);
  151. Timers.inst.Remove(touchFlipOpen);
  152. GetSuitItemController.isAuto = false;
  153. foreach (var v in _effectUIDic)
  154. {
  155. EffectUIPool.Recycle(v.Value);
  156. }
  157. _effectUIDic.Clear();
  158. }
  159. private void UpdateItem(GComponent com, int index, int countType)
  160. {
  161. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  162. ItemData itemData = _rewardList[index];
  163. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  164. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  165. item.m_comIcon.m_txtName.text = itemCfg.name;
  166. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  167. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  168. item.m_comIcon.m_t1.Play();
  169. // 圆盘出现时等待玩家点击的特效
  170. switch (itemCfg.rarity)
  171. {
  172. case 1:
  173. break;
  174. case 2:
  175. break;
  176. case 3:
  177. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  178. break;
  179. case 4:
  180. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  181. break;
  182. }
  183. //带特效的处理先注释
  184. //item.m_comIcon.m_holder.visible = false;
  185. //item.m_comIcon.m_holder1.visible = false;
  186. //if (itemCfg.rarity > 2) {
  187. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  188. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  189. // holder.visible = true;
  190. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  191. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  192. // {
  193. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  194. // if (!_effListTen.ContainsKey(index))
  195. // {
  196. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  197. // if (itemCfg.rarity == 3)
  198. // effectList.Add(0, _effectUI);
  199. // else if (itemCfg.rarity == 4)
  200. // effectList.Add(1, _effectUI);
  201. // _effListTen.Add(index, effectList);
  202. // }
  203. // else {
  204. // if (itemCfg.rarity == 3)
  205. // _effListTen[index].Add(0, _effectUI);
  206. // else if (itemCfg.rarity == 4)
  207. // _effListTen[index].Add(1, _effectUI);
  208. // }
  209. // }
  210. // if (countType == 1 &&
  211. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  212. // {
  213. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  214. // if (itemCfg.rarity == 3)
  215. // _effList.Add(0, _effectUI);
  216. // else if (itemCfg.rarity == 4)
  217. // _effList.Add(1, _effectUI);
  218. // }
  219. //}
  220. int count = 0;
  221. bool isFirst = false;
  222. for (int i = 0; i < _rewardList.Count; i++)
  223. {
  224. if (_rewardList[i].id == itemData.id) count++;
  225. if (count == 1 && i == index) isFirst = true;
  226. }
  227. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  228. item.m_t0.Play();
  229. if (item.target.data == null)
  230. {
  231. item.target.onClick.Add(ShowItemTips);
  232. }
  233. item.target.data = index;
  234. _itemIdList.Add(index, itemCfg.id);
  235. _itemObjList.Add(index, com);
  236. UI_LuckyBoxBonusShowItem.ProxyEnd();
  237. }
  238. private void ShowItemTips(EventContext context)
  239. {
  240. GObject obj = context.sender as GObject;
  241. int index = (int)obj.data;
  242. _chooseIndex = index;
  243. HandClickItem(index);
  244. }
  245. private void HandClickItem(int index)
  246. {
  247. _ui.m_touchFlipOpen.touchable = true;
  248. _handClick = true;
  249. ClickItem(index);
  250. //翻牌动画
  251. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  252. }
  253. private void UpClickDataTime(object param = null)
  254. {
  255. int index = (int)param;
  256. Timers.inst.Remove(UpClickDataTime);
  257. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  258. {
  259. HideOtherShowWindow();
  260. _ui.m_touchFlipOpen.touchable = false;
  261. }
  262. else
  263. ClickItem(index);
  264. }
  265. void ClickItem(int index)
  266. {
  267. if (_recordOpenIndex.Count >= _rewardList.Count)
  268. _ui.m_BtnPass.visible = false;
  269. if (!_recordOpenIndex.Contains(index))
  270. TurnItem(index);
  271. else
  272. {
  273. if (!_recordTurnIndex.Contains(index))
  274. ShowTurnItem(index);
  275. else
  276. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  277. }
  278. }
  279. private void OnClickLoaBg()
  280. {
  281. if (_recordOpenIndex.Count >= _rewardList.Count)
  282. {
  283. _chooseIndex = -1;
  284. this.Hide();
  285. }
  286. else
  287. {
  288. for (int index = 0; index < _rewardList.Count; index++)
  289. {
  290. if (!_recordOpenIndex.Contains(index))
  291. {
  292. _chooseIndex = index;
  293. HandClickItem(index);
  294. break;
  295. }
  296. }
  297. }
  298. }
  299. private void OnClickBtnPass()
  300. {
  301. for (int index = 0; index < _rewardList.Count; index++)
  302. {
  303. if (!_recordOpenIndex.Contains(index))
  304. {
  305. int count = 0;
  306. bool isFirst = false;
  307. for (int i = 0; i < _rewardList.Count; i++)
  308. {
  309. if (_rewardList[i].id == _rewardList[index].id) count++;
  310. if (count == 1 && i == index) isFirst = true;
  311. }
  312. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  313. if (!open)
  314. {
  315. _chooseIndex = -1;
  316. ClickItem(index);
  317. }
  318. }
  319. }
  320. ClickPass();
  321. }
  322. private void ClickPass()
  323. {
  324. GetSuitItemController.isAuto = true;
  325. _ui.m_touchFlipOpen.touchable = true;
  326. _ui.m_BtnPass.visible = false;
  327. for (int i = 0; i < _rewardList.Count; i++)
  328. {
  329. TurnItem(i);
  330. }
  331. //展示获得物品
  332. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  333. }
  334. private void UpDataTime(object param = null)
  335. {
  336. _ui.m_touchFlipOpen.touchable = true;
  337. if (_recordTurnIndex.Count >= _rewardList.Count)
  338. {
  339. Timers.inst.Remove(UpDataTime);
  340. HideOtherShowWindow();
  341. _ui.m_touchFlipOpen.touchable = false;
  342. GetSuitItemController.isAuto = false;
  343. }
  344. for (int i = 0; i < _rewardList.Count; i++)
  345. {
  346. if (!_recordTurnIndex.Contains(i))
  347. {
  348. ShowTurnItem(i);
  349. break;
  350. }
  351. }
  352. }
  353. //控制展示获得物品界面
  354. private void ShowTurnItem(int index)
  355. {
  356. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  357. if (!_AnimationWait)
  358. return;
  359. if (item.m_comIcon.m_imgNew.visible)
  360. {
  361. _countShow += 1;
  362. //判断是否有套装需要展示
  363. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  364. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  365. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  366. {
  367. if (_countShow == 1)
  368. {
  369. ViewManager.Hide<SuitItemView>();
  370. ViewManager.Hide<LuckyBoxNewCardView>();
  371. ViewManager.Hide<GetSuitItemVIew>();
  372. _rewardItemList.Clear();
  373. _rewardItemList.Add(_rewardList[index]);
  374. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  375. }
  376. else
  377. {
  378. ViewManager.Hide<LuckyBoxNewDressView>();
  379. ViewManager.Hide<LuckyBoxNewCardView>();
  380. int count = 0;
  381. int totalCount = 0;
  382. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  383. if (_countShow == 2) //展示进度条界面
  384. {
  385. int countSuitId = 0;
  386. for (int i = index + 1; i < _rewardList.Count; i++)
  387. {
  388. if (_rewardList[i].id != _itemIdList[index]) {
  389. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  390. if (itemSuitId == suitId)
  391. countSuitId++;
  392. }
  393. }
  394. count = count - countSuitId;
  395. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  396. }
  397. else if (_countShow == 3) //展示集齐套装界面
  398. {
  399. ViewManager.Hide<SuitItemView>();
  400. ViewManager.Show<GetSuitItemVIew>(suitId);
  401. _AnimationWait = false;
  402. }
  403. //判断是否需要显示集齐套装界面(需要的时候晚5个定时器时间)
  404. if (count < totalCount || (count >= totalCount && _countShow > 7))
  405. {
  406. _recordTurnIndex.Add(index);
  407. _countShow = 0;
  408. if (_handClick)
  409. {
  410. _handClick = false;
  411. _ui.m_touchFlipOpen.touchable = false;
  412. }
  413. }
  414. }
  415. }
  416. else
  417. {
  418. //词牌和不是套装进这里
  419. ViewManager.Hide<SuitItemView>();
  420. ViewManager.Hide<LuckyBoxNewCardView>();
  421. ViewManager.Hide<GetSuitItemVIew>();
  422. _rewardItemList.Clear();
  423. _rewardItemList.Add(_rewardList[index]);
  424. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  425. _recordTurnIndex.Add(index);
  426. _countShow = 0;
  427. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  428. }
  429. }
  430. else
  431. {
  432. _recordTurnIndex.Add(index);
  433. _ui.m_touchFlipOpen.touchable = false;
  434. }
  435. UI_LuckyBoxBonusShowItem.ProxyEnd();
  436. }
  437. private void touchFlipOpen(object param)
  438. {
  439. Timers.inst.Remove(touchFlipOpen);
  440. _ui.m_touchFlipOpen.touchable = false;
  441. }
  442. private void TurnItem(int index)
  443. {
  444. if (!_recordOpenIndex.Contains(index))
  445. {
  446. // 删除 “等待翻开” 的特效
  447. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  448. {
  449. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  450. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  451. }
  452. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  453. {
  454. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  455. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  456. }
  457. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  458. if (!item.m_comIcon.m_imgNew.visible)
  459. _recordTurnIndex.Add(index);
  460. //先翻开牌面
  461. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  462. //item.m_t1.Play();
  463. item.m_t2.Play();
  464. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  465. // 点击特效
  466. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  467. // 翻开特效
  468. switch (itemCfg.rarity)
  469. {
  470. case 1:
  471. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  472. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  473. break;
  474. case 2:
  475. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  476. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  477. break;
  478. case 3:
  479. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  480. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  481. break;
  482. case 4:
  483. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  484. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  485. break;
  486. }
  487. item.m_comIcon.m_t0.Play();
  488. _recordOpenIndex.Add(index);
  489. UI_LuckyBoxBonusShowItem.ProxyEnd();
  490. }
  491. }
  492. private void HideOtherShowWindow()
  493. {
  494. ViewManager.Hide<SuitItemView>();
  495. ViewManager.Hide<GetSuitItemVIew>();
  496. ViewManager.Hide<LuckyBoxNewDressView>();
  497. ViewManager.Hide<LuckyBoxNewCardView>();
  498. }
  499. private void SetAnimationWait()
  500. {
  501. _AnimationWait = true;
  502. }
  503. }
  504. }