LuckyBoxBonusShowView.cs 18 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 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. if (_effListTen.ContainsKey(key))
  37. {
  38. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  39. {
  40. if (_effListTen[key].ContainsKey(key1))
  41. {
  42. EffectUIPool.Recycle(_effListTen[key][key1]);
  43. _effListTen[key][key1] = null;
  44. }
  45. }
  46. }
  47. }
  48. _effListTen.Clear();
  49. for (int key = 0; key < _effList.Count; key++)
  50. {
  51. if (_effList.ContainsKey(key))
  52. {
  53. EffectUIPool.Recycle(_effList[key]);
  54. _effList[key] = null;
  55. }
  56. }
  57. _effList.Clear();
  58. if (_ui != null)
  59. {
  60. _ui.Dispose();
  61. _ui = null;
  62. }
  63. base.Dispose();
  64. }
  65. protected override void OnInit()
  66. {
  67. base.OnInit();
  68. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  69. _ui = UI_LuckBoxBonusShowUI.Create();
  70. this.viewCom = _ui.target;
  71. isfullScreen = true;
  72. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  73. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  74. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  75. UpdateEffect();
  76. }
  77. private void UpdateEffect()
  78. {
  79. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  80. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  81. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  82. }
  83. protected override void AddEventListener()
  84. {
  85. base.AddEventListener();
  86. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  87. }
  88. protected override void RemoveEventListener()
  89. {
  90. base.RemoveEventListener();
  91. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  92. }
  93. protected void ReferNextShow()
  94. {
  95. if (_chooseIndex != -1 && GetSuitItemController.GetSuitWaitingToId(_itemIdList[_chooseIndex]))
  96. ClickItem(_chooseIndex);
  97. else {
  98. if (_handClick)
  99. {
  100. _handClick = false;
  101. Timers.inst.Remove(UpClickDataTime);
  102. _ui.m_touchFlipOpen.touchable = false;
  103. }
  104. }
  105. }
  106. protected override void OnShown()
  107. {
  108. base.OnShown();
  109. _rewardList.AddRange(this.viewData as List<ItemData>);
  110. _itemIdList.Clear();
  111. _itemObjList.Clear();
  112. _recordOpenIndex.Clear();
  113. _recordTurnIndex.Clear();
  114. _ui.m_BtnPass.visible = true;
  115. _ui.m_touchFlipOpen.touchable = false;
  116. if (_rewardList.Count == 1)
  117. {
  118. _ui.m_c1.selectedIndex = 0;
  119. UpdateItem(_ui.m_itemOne.target, 0, 1);
  120. }
  121. else
  122. {
  123. _ui.m_c1.selectedIndex = 1;
  124. for (int i = 0; i < _rewardList.Count; i++)
  125. {
  126. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  127. }
  128. }
  129. }
  130. protected override void OnHide()
  131. {
  132. _rewardList.Clear();
  133. base.OnHide();
  134. Timers.inst.Remove(UpDataTime);
  135. Timers.inst.Remove(UpClickDataTime);
  136. foreach (var v in _effectUIDic)
  137. {
  138. EffectUIPool.Recycle(v.Value);
  139. }
  140. _effectUIDic.Clear();
  141. }
  142. private void UpdateItem(GComponent com, int index, int countType)
  143. {
  144. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  145. ItemData itemData = _rewardList[index];
  146. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  147. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  148. item.m_comIcon.m_txtName.text = itemCfg.name;
  149. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  150. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  151. item.m_comIcon.m_t1.Play();
  152. switch (itemCfg.rarity)
  153. {
  154. case 1:
  155. break;
  156. case 2:
  157. break;
  158. case 3:
  159. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  160. break;
  161. case 4:
  162. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  163. break;
  164. }
  165. //带特效的处理先注释
  166. //item.m_comIcon.m_holder.visible = false;
  167. //item.m_comIcon.m_holder1.visible = false;
  168. //if (itemCfg.rarity > 2) {
  169. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  170. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  171. // holder.visible = true;
  172. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  173. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  174. // {
  175. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  176. // if (!_effListTen.ContainsKey(index))
  177. // {
  178. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  179. // if (itemCfg.rarity == 3)
  180. // effectList.Add(0, _effectUI);
  181. // else if (itemCfg.rarity == 4)
  182. // effectList.Add(1, _effectUI);
  183. // _effListTen.Add(index, effectList);
  184. // }
  185. // else {
  186. // if (itemCfg.rarity == 3)
  187. // _effListTen[index].Add(0, _effectUI);
  188. // else if (itemCfg.rarity == 4)
  189. // _effListTen[index].Add(1, _effectUI);
  190. // }
  191. // }
  192. // if (countType == 1 &&
  193. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  194. // {
  195. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  196. // if (itemCfg.rarity == 3)
  197. // _effList.Add(0, _effectUI);
  198. // else if (itemCfg.rarity == 4)
  199. // _effList.Add(1, _effectUI);
  200. // }
  201. //}
  202. int count = 0;
  203. bool isFirst = false;
  204. for (int i = 0; i < _rewardList.Count; i++)
  205. {
  206. if (_rewardList[i].id == itemData.id) count++;
  207. if (count == 1 && i == index) isFirst = true;
  208. }
  209. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  210. item.m_t0.Play();
  211. if (item.target.data == null)
  212. {
  213. item.target.onClick.Add(ShowItemTips);
  214. }
  215. item.target.data = index;
  216. _itemIdList.Add(index,itemCfg.id);
  217. _itemObjList.Add(index, com);
  218. UI_LuckyBoxBonusShowItem.ProxyEnd();
  219. }
  220. private void ShowItemTips(EventContext context)
  221. {
  222. GObject obj = context.sender as GObject;
  223. int index = (int)obj.data;
  224. _chooseIndex = index;
  225. HandClickItem(index);
  226. }
  227. private void HandClickItem(int index)
  228. {
  229. _ui.m_touchFlipOpen.touchable = true;
  230. _handClick = true;
  231. ClickItem(index);
  232. Timers.inst.Add(1f, 1, UpClickDataTime,index);
  233. }
  234. private void UpClickDataTime(object param = null)
  235. {
  236. int index = (int)param;
  237. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  238. {
  239. Timers.inst.Remove(UpClickDataTime);
  240. HideOtherShowWindow();
  241. _ui.m_touchFlipOpen.touchable = false;
  242. }
  243. else
  244. ClickItem(index);
  245. }
  246. void ClickItem(int index)
  247. {
  248. if (_recordOpenIndex.Count >= _rewardList.Count)
  249. _ui.m_BtnPass.visible = false;
  250. if (!_recordOpenIndex.Contains(index))
  251. {
  252. TurnItem(index);
  253. }
  254. else {
  255. if (!_recordTurnIndex.Contains(index))
  256. ShowTurnItem(index);
  257. else
  258. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  259. }
  260. }
  261. private void OnClickLoaBg()
  262. {
  263. if (_recordOpenIndex.Count >= _rewardList.Count)
  264. {
  265. _chooseIndex = -1;
  266. this.Hide();
  267. }
  268. else {
  269. for (int index = 0; index < _rewardList.Count; index++)
  270. {
  271. if (!_recordOpenIndex.Contains(index))
  272. {
  273. _chooseIndex = index;
  274. HandClickItem(index);
  275. break;
  276. }
  277. }
  278. }
  279. }
  280. private void OnClickBtnPass()
  281. {
  282. for (int index = 0; index < _rewardList.Count; index++)
  283. {
  284. if (!_recordOpenIndex.Contains(index))
  285. {
  286. int count = 0;
  287. bool isFirst = false;
  288. for (int i = 0; i < _rewardList.Count; i++)
  289. {
  290. if (_rewardList[i].id == _rewardList[index].id) count++;
  291. if (count == 1 && i == index) isFirst = true;
  292. }
  293. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  294. if (!open)
  295. {
  296. _chooseIndex = -1;
  297. ClickItem(index);
  298. }
  299. }
  300. }
  301. ClickPass();
  302. }
  303. private void ClickPass()
  304. {
  305. _ui.m_touchFlipOpen.touchable = true;
  306. _ui.m_BtnPass.visible = false;
  307. for (int i = 0; i < _rewardList.Count; i++)
  308. {
  309. TurnItem(i);
  310. }
  311. Timers.inst.Add(1f, 0, UpDataTime);
  312. }
  313. private void UpDataTime(object param = null)
  314. {
  315. _ui.m_touchFlipOpen.touchable = true;
  316. for (int i = 0; i < _rewardList.Count; i++)
  317. {
  318. if (!_recordTurnIndex.Contains(i)) {
  319. ShowTurnItem(i);
  320. break;
  321. }
  322. }
  323. if (_recordTurnIndex.Count >= _rewardList.Count)
  324. {
  325. Timers.inst.Remove(UpDataTime);
  326. HideOtherShowWindow();
  327. _ui.m_touchFlipOpen.touchable = false;
  328. }
  329. }
  330. private void ShowTurnItem(int index)
  331. {
  332. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  333. if (item.m_comIcon.m_imgNew.visible)
  334. {
  335. //判断是否有套装需要展示
  336. if (GetSuitItemController.GetSuitWaitingToId(_itemIdList[index]))
  337. {
  338. if (_countShow < 1)
  339. {
  340. _countShow += 1;
  341. ViewManager.Hide<GetSuitItemVIew>();
  342. _rewardItemList.Clear();
  343. _rewardItemList.Add(_rewardList[index]);
  344. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  345. }
  346. else
  347. {
  348. ViewManager.Hide<LuckyBoxNewDressView>();
  349. ViewManager.Hide<LuckyBoxNewCardView>();
  350. GetSuitItemController.TryShow(_itemIdList[index]);
  351. _recordTurnIndex.Add(index);
  352. _countShow = 0;
  353. if (_handClick)
  354. {
  355. _handClick = false;
  356. Timers.inst.Remove(UpClickDataTime);
  357. _ui.m_touchFlipOpen.touchable = false;
  358. }
  359. }
  360. }
  361. else
  362. {
  363. ViewManager.Hide<GetSuitItemVIew>();
  364. _rewardItemList.Clear();
  365. _rewardItemList.Add(_rewardList[index]);
  366. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  367. _recordTurnIndex.Add(index);
  368. _ui.m_touchFlipOpen.touchable = false;
  369. }
  370. }
  371. else {
  372. _recordTurnIndex.Add(index);
  373. _ui.m_touchFlipOpen.touchable = false;
  374. }
  375. UI_LuckyBoxBonusShowItem.ProxyEnd();
  376. }
  377. private void TurnItem(int index)
  378. {
  379. if (!_recordOpenIndex.Contains(index))
  380. {
  381. // 删除 “等待翻开” 的特效
  382. if(_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  383. {
  384. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  385. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  386. }
  387. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  388. {
  389. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  390. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  391. }
  392. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  393. if (!item.m_comIcon.m_imgNew.visible)
  394. _recordTurnIndex.Add(index);
  395. //先翻开牌面
  396. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  397. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  398. item.m_t2.Play();
  399. // 点击特效
  400. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  401. // 翻开特效
  402. switch (itemCfg.rarity)
  403. {
  404. case 1:
  405. case 2:
  406. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  407. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  408. break;
  409. case 3:
  410. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  411. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  412. break;
  413. case 4:
  414. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  415. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  416. break;
  417. }
  418. item.m_comIcon.m_flip_eff.visible = false;
  419. item.m_comIcon.m_t0.Play();
  420. _recordOpenIndex.Add(index);
  421. UI_LuckyBoxBonusShowItem.ProxyEnd();
  422. }
  423. }
  424. private void HideOtherShowWindow()
  425. {
  426. ViewManager.Hide<GetSuitItemVIew>();
  427. ViewManager.Hide<LuckyBoxNewDressView>();
  428. ViewManager.Hide<LuckyBoxNewCardView>();
  429. }
  430. }
  431. }