LuckyBoxBonusShowView.cs 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543
  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 = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  100. if (_chooseIndex != -1 && suitId > 0)
  101. ClickItem(_chooseIndex);
  102. else
  103. {
  104. if (_handClick)
  105. {
  106. _handClick = false;
  107. Timers.inst.Remove(UpClickDataTime);
  108. _ui.m_touchFlipOpen.touchable = false;
  109. }
  110. }
  111. }
  112. protected override void OnShown()
  113. {
  114. base.OnShown();
  115. _rewardList.AddRange(this.viewData as List<ItemData>);
  116. _itemIdList.Clear();
  117. _itemObjList.Clear();
  118. _recordOpenIndex.Clear();
  119. _recordTurnIndex.Clear();
  120. _ui.m_BtnPass.visible = true;
  121. _ui.m_touchFlipOpen.touchable = false;
  122. if (_rewardList.Count == 1)
  123. {
  124. _ui.m_c1.selectedIndex = 0;
  125. UpdateItem(_ui.m_itemOne.target, 0, 1);
  126. }
  127. else
  128. {
  129. _ui.m_c1.selectedIndex = 1;
  130. for (int i = 0; i < _rewardList.Count; i++)
  131. {
  132. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  133. }
  134. }
  135. }
  136. protected override void OnHide()
  137. {
  138. _rewardList.Clear();
  139. base.OnHide();
  140. Timers.inst.Remove(UpDataTime);
  141. Timers.inst.Remove(UpClickDataTime);
  142. foreach (var v in _effectUIDic)
  143. {
  144. EffectUIPool.Recycle(v.Value);
  145. }
  146. _effectUIDic.Clear();
  147. }
  148. private void UpdateItem(GComponent com, int index, int countType)
  149. {
  150. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  151. ItemData itemData = _rewardList[index];
  152. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  153. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  154. item.m_comIcon.m_txtName.text = itemCfg.name;
  155. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  156. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  157. item.m_comIcon.m_t1.Play();
  158. // 圆盘出现时等待玩家点击的特效
  159. switch (itemCfg.rarity)
  160. {
  161. case 1:
  162. break;
  163. case 2:
  164. break;
  165. case 3:
  166. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  167. break;
  168. case 4:
  169. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  170. break;
  171. }
  172. //带特效的处理先注释
  173. //item.m_comIcon.m_holder.visible = false;
  174. //item.m_comIcon.m_holder1.visible = false;
  175. //if (itemCfg.rarity > 2) {
  176. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  177. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  178. // holder.visible = true;
  179. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  180. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  181. // {
  182. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  183. // if (!_effListTen.ContainsKey(index))
  184. // {
  185. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  186. // if (itemCfg.rarity == 3)
  187. // effectList.Add(0, _effectUI);
  188. // else if (itemCfg.rarity == 4)
  189. // effectList.Add(1, _effectUI);
  190. // _effListTen.Add(index, effectList);
  191. // }
  192. // else {
  193. // if (itemCfg.rarity == 3)
  194. // _effListTen[index].Add(0, _effectUI);
  195. // else if (itemCfg.rarity == 4)
  196. // _effListTen[index].Add(1, _effectUI);
  197. // }
  198. // }
  199. // if (countType == 1 &&
  200. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  201. // {
  202. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  203. // if (itemCfg.rarity == 3)
  204. // _effList.Add(0, _effectUI);
  205. // else if (itemCfg.rarity == 4)
  206. // _effList.Add(1, _effectUI);
  207. // }
  208. //}
  209. int count = 0;
  210. bool isFirst = false;
  211. for (int i = 0; i < _rewardList.Count; i++)
  212. {
  213. if (_rewardList[i].id == itemData.id) count++;
  214. if (count == 1 && i == index) isFirst = true;
  215. }
  216. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  217. item.m_t0.Play();
  218. if (item.target.data == null)
  219. {
  220. item.target.onClick.Add(ShowItemTips);
  221. }
  222. item.target.data = index;
  223. _itemIdList.Add(index, itemCfg.id);
  224. _itemObjList.Add(index, com);
  225. UI_LuckyBoxBonusShowItem.ProxyEnd();
  226. }
  227. private void ShowItemTips(EventContext context)
  228. {
  229. GObject obj = context.sender as GObject;
  230. int index = (int)obj.data;
  231. _chooseIndex = index;
  232. HandClickItem(index);
  233. }
  234. private void HandClickItem(int index)
  235. {
  236. _ui.m_touchFlipOpen.touchable = true;
  237. _handClick = true;
  238. ClickItem(index);
  239. //翻牌动画
  240. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  241. }
  242. private void UpClickDataTime(object param = null)
  243. {
  244. int index = (int)param;
  245. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  246. {
  247. Timers.inst.Remove(UpClickDataTime);
  248. HideOtherShowWindow();
  249. _ui.m_touchFlipOpen.touchable = false;
  250. }
  251. else
  252. ClickItem(index);
  253. }
  254. void ClickItem(int index)
  255. {
  256. if (_recordOpenIndex.Count >= _rewardList.Count)
  257. _ui.m_BtnPass.visible = false;
  258. if (!_recordOpenIndex.Contains(index))
  259. TurnItem(index);
  260. else
  261. {
  262. if (!_recordTurnIndex.Contains(index))
  263. ShowTurnItem(index);
  264. else
  265. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  266. }
  267. }
  268. private void OnClickLoaBg()
  269. {
  270. if (_recordOpenIndex.Count >= _rewardList.Count)
  271. {
  272. _chooseIndex = -1;
  273. this.Hide();
  274. }
  275. else
  276. {
  277. for (int index = 0; index < _rewardList.Count; index++)
  278. {
  279. if (!_recordOpenIndex.Contains(index))
  280. {
  281. _chooseIndex = index;
  282. HandClickItem(index);
  283. break;
  284. }
  285. }
  286. }
  287. }
  288. private void OnClickBtnPass()
  289. {
  290. for (int index = 0; index < _rewardList.Count; index++)
  291. {
  292. if (!_recordOpenIndex.Contains(index))
  293. {
  294. int count = 0;
  295. bool isFirst = false;
  296. for (int i = 0; i < _rewardList.Count; i++)
  297. {
  298. if (_rewardList[i].id == _rewardList[index].id) count++;
  299. if (count == 1 && i == index) isFirst = true;
  300. }
  301. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  302. if (!open)
  303. {
  304. _chooseIndex = -1;
  305. ClickItem(index);
  306. }
  307. }
  308. }
  309. ClickPass();
  310. }
  311. private void ClickPass()
  312. {
  313. GetSuitItemController.isAuto = true;
  314. _ui.m_touchFlipOpen.touchable = true;
  315. _ui.m_BtnPass.visible = false;
  316. for (int i = 0; i < _rewardList.Count; i++)
  317. {
  318. TurnItem(i);
  319. }
  320. //展示获得物品
  321. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  322. }
  323. private void UpDataTime(object param = null)
  324. {
  325. _ui.m_touchFlipOpen.touchable = true;
  326. if (_recordTurnIndex.Count >= _rewardList.Count)
  327. {
  328. Timers.inst.Remove(UpDataTime);
  329. HideOtherShowWindow();
  330. _ui.m_touchFlipOpen.touchable = false;
  331. GetSuitItemController.isAuto = false;
  332. }
  333. for (int i = 0; i < _rewardList.Count; i++)
  334. {
  335. if (!_recordTurnIndex.Contains(i))
  336. {
  337. ShowTurnItem(i);
  338. break;
  339. }
  340. }
  341. }
  342. //控制展示获得物品界面
  343. private void ShowTurnItem(int index)
  344. {
  345. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  346. if (!_AnimationWait)
  347. return;
  348. if (item.m_comIcon.m_imgNew.visible)
  349. {
  350. _countShow += 1;
  351. //判断是否有套装需要展示
  352. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  353. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  354. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  355. {
  356. if (_countShow == 1)
  357. {
  358. ViewManager.Hide<SuitItemView>();
  359. ViewManager.Hide<LuckyBoxNewCardView>();
  360. ViewManager.Hide<GetSuitItemVIew>();
  361. _rewardItemList.Clear();
  362. _rewardItemList.Add(_rewardList[index]);
  363. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  364. }
  365. else
  366. {
  367. ViewManager.Hide<LuckyBoxNewDressView>();
  368. ViewManager.Hide<LuckyBoxNewCardView>();
  369. int count = 0;
  370. int totalCount = 0;
  371. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  372. if (_countShow == 2) //展示进度条界面
  373. {
  374. int countSuitId = 0;
  375. for (int i = index + 1; i < _rewardList.Count; i++)
  376. {
  377. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  378. if (itemSuitId == suitId)
  379. countSuitId++;
  380. }
  381. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  382. }
  383. else if (_countShow == 3) //展示集齐套装界面
  384. {
  385. ViewManager.Hide<SuitItemView>();
  386. ViewManager.Show<GetSuitItemVIew>(suitId);
  387. _AnimationWait = false;
  388. }
  389. //判断是否需要显示集齐套装界面
  390. if (count < totalCount || (count >= totalCount && _countShow > 3))
  391. {
  392. _recordTurnIndex.Add(index);
  393. _countShow = 0;
  394. if (_handClick)
  395. {
  396. _handClick = false;
  397. Timers.inst.Remove(UpClickDataTime);
  398. _ui.m_touchFlipOpen.touchable = false;
  399. }
  400. }
  401. }
  402. }
  403. else
  404. {
  405. //词牌和不是套装进这里
  406. ViewManager.Hide<SuitItemView>();
  407. ViewManager.Hide<LuckyBoxNewCardView>();
  408. ViewManager.Hide<GetSuitItemVIew>();
  409. _rewardItemList.Clear();
  410. _rewardItemList.Add(_rewardList[index]);
  411. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  412. _recordTurnIndex.Add(index);
  413. _countShow = 0;
  414. _ui.m_touchFlipOpen.touchable = false;
  415. }
  416. }
  417. else
  418. {
  419. _recordTurnIndex.Add(index);
  420. _ui.m_touchFlipOpen.touchable = false;
  421. }
  422. UI_LuckyBoxBonusShowItem.ProxyEnd();
  423. }
  424. private void TurnItem(int index)
  425. {
  426. if (!_recordOpenIndex.Contains(index))
  427. {
  428. // 删除 “等待翻开” 的特效
  429. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  430. {
  431. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  432. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  433. }
  434. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  435. {
  436. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  437. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  438. }
  439. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  440. if (!item.m_comIcon.m_imgNew.visible)
  441. _recordTurnIndex.Add(index);
  442. //先翻开牌面
  443. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  444. //item.m_t1.Play();
  445. item.m_t2.Play();
  446. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  447. // 点击特效
  448. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  449. // 翻开特效
  450. switch (itemCfg.rarity)
  451. {
  452. case 1:
  453. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  454. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  455. break;
  456. case 2:
  457. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  458. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  459. break;
  460. case 3:
  461. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  462. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  463. break;
  464. case 4:
  465. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  466. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  467. break;
  468. }
  469. item.m_comIcon.m_t0.Play();
  470. _recordOpenIndex.Add(index);
  471. UI_LuckyBoxBonusShowItem.ProxyEnd();
  472. }
  473. }
  474. private void HideOtherShowWindow()
  475. {
  476. ViewManager.Hide<SuitItemView>();
  477. ViewManager.Hide<GetSuitItemVIew>();
  478. ViewManager.Hide<LuckyBoxNewDressView>();
  479. ViewManager.Hide<LuckyBoxNewCardView>();
  480. }
  481. private void SetAnimationWait()
  482. {
  483. _AnimationWait = true;
  484. }
  485. }
  486. }