LuckyBoxBonusShowView.cs 21 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 int _countNewRecord = 0; //展示步骤
  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. 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. }
  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. }
  97. protected void ReferNextShow()
  98. {
  99. int suitId = 0;
  100. if(_itemIdList.ContainsKey(_chooseIndex))
  101. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  102. if (_chooseIndex != -1 && suitId > 0)
  103. ClickItem(_chooseIndex);
  104. else
  105. {
  106. if (_handClick)
  107. {
  108. _handClick = false;
  109. Timers.inst.Remove(UpClickDataTime);
  110. _ui.m_touchFlipOpen.touchable = false;
  111. }
  112. }
  113. }
  114. protected override void OnShown()
  115. {
  116. base.OnShown();
  117. _rewardList.AddRange(this.viewData as List<ItemData>);
  118. _itemIdList.Clear();
  119. _itemObjList.Clear();
  120. _recordOpenIndex.Clear();
  121. _recordTurnIndex.Clear();
  122. _ui.m_BtnPass.visible = true;
  123. _ui.m_touchFlipOpen.touchable = false;
  124. if (_rewardList.Count == 1)
  125. {
  126. _ui.m_c1.selectedIndex = 0;
  127. UpdateItem(_ui.m_itemOne.target, 0, 1);
  128. }
  129. else
  130. {
  131. _ui.m_c1.selectedIndex = 1;
  132. for (int i = 0; i < _rewardList.Count; i++)
  133. {
  134. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  135. }
  136. }
  137. }
  138. protected override void OnHide()
  139. {
  140. _rewardList.Clear();
  141. base.OnHide();
  142. Timers.inst.Remove(UpDataTime);
  143. Timers.inst.Remove(UpClickDataTime);
  144. foreach (var v in _effectUIDic)
  145. {
  146. EffectUIPool.Recycle(v.Value);
  147. }
  148. _effectUIDic.Clear();
  149. }
  150. private void UpdateItem(GComponent com, int index, int countType)
  151. {
  152. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  153. ItemData itemData = _rewardList[index];
  154. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  155. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  156. item.m_comIcon.m_txtName.text = itemCfg.name;
  157. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  158. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  159. item.m_comIcon.m_t1.Play();
  160. // 圆盘出现时等待玩家点击的特效
  161. switch (itemCfg.rarity)
  162. {
  163. case 1:
  164. break;
  165. case 2:
  166. break;
  167. case 3:
  168. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  169. break;
  170. case 4:
  171. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  172. break;
  173. }
  174. //带特效的处理先注释
  175. //item.m_comIcon.m_holder.visible = false;
  176. //item.m_comIcon.m_holder1.visible = false;
  177. //if (itemCfg.rarity > 2) {
  178. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  179. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  180. // holder.visible = true;
  181. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  182. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  183. // {
  184. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  185. // if (!_effListTen.ContainsKey(index))
  186. // {
  187. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  188. // if (itemCfg.rarity == 3)
  189. // effectList.Add(0, _effectUI);
  190. // else if (itemCfg.rarity == 4)
  191. // effectList.Add(1, _effectUI);
  192. // _effListTen.Add(index, effectList);
  193. // }
  194. // else {
  195. // if (itemCfg.rarity == 3)
  196. // _effListTen[index].Add(0, _effectUI);
  197. // else if (itemCfg.rarity == 4)
  198. // _effListTen[index].Add(1, _effectUI);
  199. // }
  200. // }
  201. // if (countType == 1 &&
  202. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  203. // {
  204. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  205. // if (itemCfg.rarity == 3)
  206. // _effList.Add(0, _effectUI);
  207. // else if (itemCfg.rarity == 4)
  208. // _effList.Add(1, _effectUI);
  209. // }
  210. //}
  211. int count = 0;
  212. bool isFirst = false;
  213. for (int i = 0; i < _rewardList.Count; i++)
  214. {
  215. if (_rewardList[i].id == itemData.id) count++;
  216. if (count == 1 && i == index) isFirst = true;
  217. }
  218. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  219. item.m_t0.Play();
  220. if (item.target.data == null)
  221. {
  222. item.target.onClick.Add(ShowItemTips);
  223. }
  224. item.target.data = index;
  225. _itemIdList.Add(index, itemCfg.id);
  226. _itemObjList.Add(index, com);
  227. UI_LuckyBoxBonusShowItem.ProxyEnd();
  228. }
  229. private void ShowItemTips(EventContext context)
  230. {
  231. GObject obj = context.sender as GObject;
  232. int index = (int)obj.data;
  233. _chooseIndex = index;
  234. HandClickItem(index);
  235. }
  236. private void HandClickItem(int index)
  237. {
  238. _ui.m_touchFlipOpen.touchable = true;
  239. _handClick = true;
  240. ClickItem(index);
  241. //翻牌动画
  242. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  243. }
  244. private void UpClickDataTime(object param = null)
  245. {
  246. int index = (int)param;
  247. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  248. {
  249. Timers.inst.Remove(UpClickDataTime);
  250. HideOtherShowWindow();
  251. _ui.m_touchFlipOpen.touchable = false;
  252. }
  253. else
  254. ClickItem(index);
  255. }
  256. void ClickItem(int index)
  257. {
  258. if (_recordOpenIndex.Count >= _rewardList.Count)
  259. _ui.m_BtnPass.visible = false;
  260. if (!_recordOpenIndex.Contains(index))
  261. TurnItem(index);
  262. else
  263. {
  264. if (!_recordTurnIndex.Contains(index))
  265. ShowTurnItem(index);
  266. else
  267. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  268. }
  269. }
  270. private void OnClickLoaBg()
  271. {
  272. if (_recordOpenIndex.Count >= _rewardList.Count)
  273. {
  274. _chooseIndex = -1;
  275. this.Hide();
  276. }
  277. else
  278. {
  279. for (int index = 0; index < _rewardList.Count; index++)
  280. {
  281. if (!_recordOpenIndex.Contains(index))
  282. {
  283. _chooseIndex = index;
  284. HandClickItem(index);
  285. break;
  286. }
  287. }
  288. }
  289. }
  290. private void OnClickBtnPass()
  291. {
  292. for (int index = 0; index < _rewardList.Count; index++)
  293. {
  294. if (!_recordOpenIndex.Contains(index))
  295. {
  296. int count = 0;
  297. bool isFirst = false;
  298. for (int i = 0; i < _rewardList.Count; i++)
  299. {
  300. if (_rewardList[i].id == _rewardList[index].id) count++;
  301. if (count == 1 && i == index) isFirst = true;
  302. }
  303. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  304. if (!open)
  305. {
  306. _chooseIndex = -1;
  307. ClickItem(index);
  308. }
  309. }
  310. }
  311. ClickPass();
  312. }
  313. private void ClickPass()
  314. {
  315. GetSuitItemController.isAuto = true;
  316. _ui.m_touchFlipOpen.touchable = true;
  317. _ui.m_BtnPass.visible = false;
  318. for (int i = 0; i < _rewardList.Count; i++)
  319. {
  320. TurnItem(i);
  321. }
  322. //展示获得物品
  323. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  324. }
  325. private void UpDataTime(object param = null)
  326. {
  327. _ui.m_touchFlipOpen.touchable = true;
  328. if (_recordTurnIndex.Count >= _rewardList.Count)
  329. {
  330. Timers.inst.Remove(UpDataTime);
  331. HideOtherShowWindow();
  332. _ui.m_touchFlipOpen.touchable = false;
  333. GetSuitItemController.isAuto = false;
  334. }
  335. for (int i = 0; i < _rewardList.Count; i++)
  336. {
  337. if (!_recordTurnIndex.Contains(i))
  338. {
  339. ShowTurnItem(i);
  340. break;
  341. }
  342. }
  343. }
  344. //控制展示获得物品界面
  345. private void ShowTurnItem(int index)
  346. {
  347. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  348. if (!_AnimationWait)
  349. return;
  350. if (item.m_comIcon.m_imgNew.visible)
  351. {
  352. _countShow += 1;
  353. //判断是否有套装需要展示
  354. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  355. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  356. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  357. {
  358. if (_countShow == 1)
  359. {
  360. ViewManager.Hide<SuitItemView>();
  361. ViewManager.Hide<LuckyBoxNewCardView>();
  362. ViewManager.Hide<GetSuitItemVIew>();
  363. _rewardItemList.Clear();
  364. _rewardItemList.Add(_rewardList[index]);
  365. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  366. }
  367. else
  368. {
  369. ViewManager.Hide<LuckyBoxNewDressView>();
  370. ViewManager.Hide<LuckyBoxNewCardView>();
  371. int count = 0;
  372. int totalCount = 0;
  373. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  374. if (_countShow == 2) //展示进度条界面
  375. {
  376. int countSuitId = 0;
  377. for (int i = index + 1; i < _rewardList.Count; i++)
  378. {
  379. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  380. if (itemSuitId == suitId)
  381. countSuitId++;
  382. }
  383. count = count - countSuitId;
  384. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  385. }
  386. else if (_countShow == 3) //展示集齐套装界面
  387. {
  388. ViewManager.Hide<SuitItemView>();
  389. ViewManager.Show<GetSuitItemVIew>(suitId);
  390. _AnimationWait = false;
  391. }
  392. //判断是否需要显示集齐套装界面
  393. if (count < totalCount || (count >= totalCount && _countShow > 3))
  394. {
  395. _recordTurnIndex.Add(index);
  396. _countShow = 0;
  397. if (_handClick)
  398. {
  399. _handClick = false;
  400. Timers.inst.Remove(UpClickDataTime);
  401. _ui.m_touchFlipOpen.touchable = false;
  402. }
  403. }
  404. }
  405. }
  406. else
  407. {
  408. //词牌和不是套装进这里
  409. ViewManager.Hide<SuitItemView>();
  410. ViewManager.Hide<LuckyBoxNewCardView>();
  411. ViewManager.Hide<GetSuitItemVIew>();
  412. _rewardItemList.Clear();
  413. _rewardItemList.Add(_rewardList[index]);
  414. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  415. _recordTurnIndex.Add(index);
  416. _countShow = 0;
  417. _ui.m_touchFlipOpen.touchable = false;
  418. }
  419. }
  420. else
  421. {
  422. _recordTurnIndex.Add(index);
  423. _ui.m_touchFlipOpen.touchable = false;
  424. }
  425. UI_LuckyBoxBonusShowItem.ProxyEnd();
  426. }
  427. private void TurnItem(int index)
  428. {
  429. if (!_recordOpenIndex.Contains(index))
  430. {
  431. // 删除 “等待翻开” 的特效
  432. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  433. {
  434. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  435. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  436. }
  437. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  438. {
  439. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  440. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  441. }
  442. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  443. if (!item.m_comIcon.m_imgNew.visible)
  444. _recordTurnIndex.Add(index);
  445. //先翻开牌面
  446. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  447. //item.m_t1.Play();
  448. item.m_t2.Play();
  449. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  450. // 点击特效
  451. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  452. // 翻开特效
  453. switch (itemCfg.rarity)
  454. {
  455. case 1:
  456. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  457. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  458. break;
  459. case 2:
  460. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  461. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  462. break;
  463. case 3:
  464. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  465. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  466. break;
  467. case 4:
  468. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  469. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  470. break;
  471. }
  472. item.m_comIcon.m_t0.Play();
  473. _recordOpenIndex.Add(index);
  474. UI_LuckyBoxBonusShowItem.ProxyEnd();
  475. }
  476. }
  477. private void HideOtherShowWindow()
  478. {
  479. ViewManager.Hide<SuitItemView>();
  480. ViewManager.Hide<GetSuitItemVIew>();
  481. ViewManager.Hide<LuckyBoxNewDressView>();
  482. ViewManager.Hide<LuckyBoxNewCardView>();
  483. }
  484. private void SetAnimationWait()
  485. {
  486. _AnimationWait = true;
  487. }
  488. }
  489. }