LuckyBoxBonusShowView.cs 25 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, bool> _itemHasNew = new Dictionary<int, bool>();
  16. private Dictionary<int, int> _itemIdList = new Dictionary<int, int>();
  17. private Dictionary<int, GComponent> _itemObjList = new Dictionary<int, GComponent>();
  18. private List<int> _recordOpenIndex = new List<int>(); //记录打开过得item位置
  19. private List<int> _recordTurnIndex = new List<int>(); //记录播放过item位置
  20. private int _chooseIndex = -1; //当前选中的index
  21. private int _countShow = 0; //第几次展示
  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. bool _touchLoaBg = true; //防止点击背景事件太快
  25. private EffectUI _effectUI1;
  26. private EffectUI _effectUI2;
  27. private EffectUI _effectUI3;
  28. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  29. public override void Dispose()
  30. {
  31. EffectUIPool.Recycle(_effectUI1);
  32. _effectUI1 = null;
  33. EffectUIPool.Recycle(_effectUI2);
  34. _effectUI2 = null;
  35. EffectUIPool.Recycle(_effectUI3);
  36. _effectUI3 = null;
  37. for (int key = 0; key < _effListTen.Count; key++)
  38. {
  39. if (_effListTen.ContainsKey(key))
  40. {
  41. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  42. {
  43. if (_effListTen[key].ContainsKey(key1))
  44. {
  45. EffectUIPool.Recycle(_effListTen[key][key1]);
  46. _effListTen[key][key1] = null;
  47. }
  48. }
  49. }
  50. }
  51. _effListTen.Clear();
  52. for (int key = 0; key < _effList.Count; key++)
  53. {
  54. if (_effList.ContainsKey(key))
  55. {
  56. EffectUIPool.Recycle(_effList[key]);
  57. _effList[key] = null;
  58. }
  59. }
  60. _effList.Clear();
  61. if (_ui != null)
  62. {
  63. _ui.Dispose();
  64. _ui = null;
  65. }
  66. base.Dispose();
  67. }
  68. protected override void OnInit()
  69. {
  70. base.OnInit();
  71. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  72. _ui = UI_LuckBoxBonusShowUI.Create();
  73. this.viewCom = _ui.target;
  74. isfullScreen = true;
  75. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  76. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  77. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  78. UpdateEffect();
  79. }
  80. private void UpdateEffect()
  81. {
  82. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  83. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  84. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  85. }
  86. protected override void AddEventListener()
  87. {
  88. base.AddEventListener();
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  90. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  91. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  92. }
  93. protected override void RemoveEventListener()
  94. {
  95. base.RemoveEventListener();
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  97. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  98. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  99. }
  100. protected void OthershowViewClose()
  101. {
  102. _ui.m_touchFlipOpen.touchable = false;
  103. }
  104. protected void ReferNextShow()
  105. {
  106. if (GetSuitItemController.isAuto)
  107. return;
  108. int suitId = 0;
  109. if(_itemIdList.ContainsKey(_chooseIndex))
  110. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  111. if (_chooseIndex != -1 && suitId > 0)
  112. ClickItem(_chooseIndex);
  113. else
  114. {
  115. if (_handClick)
  116. {
  117. _handClick = false;
  118. _ui.m_touchFlipOpen.touchable = false;
  119. }
  120. }
  121. }
  122. protected override void OnShown()
  123. {
  124. base.OnShown();
  125. _touchLoaBg = false;
  126. _rewardList.AddRange(this.viewData as List<ItemData>);
  127. _itemIdList.Clear();
  128. _itemObjList.Clear();
  129. _recordOpenIndex.Clear();
  130. _recordTurnIndex.Clear();
  131. _itemHasNew.Clear();
  132. _ui.m_BtnPass.visible = false;
  133. _ui.m_touchFlipOpen.touchable = false;
  134. if (_rewardList.Count == 1)
  135. {
  136. _ui.m_c1.selectedIndex = 0;
  137. UpdateItem(_ui.m_itemOne.target, 0, 1);
  138. }
  139. else
  140. {
  141. _ui.m_c1.selectedIndex = 1;
  142. for (int i = 0; i < _rewardList.Count; i++)
  143. {
  144. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  145. }
  146. }
  147. //修改,因为加了抽奖动画,在进入后就直接筛选掉所有不是新的
  148. for (int i = 0; i < _rewardList.Count; i++)
  149. {
  150. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[i]);
  151. if (!item.m_comIcon.m_imgNew.visible)
  152. {
  153. _recordTurnIndex.Add(i);
  154. _recordOpenIndex.Add(i);
  155. }
  156. UI_LuckyBoxBonusShowItem.ProxyEnd();
  157. }
  158. if(GetSuitItemController.isAuto)
  159. {
  160. OnClickBtnPass();
  161. }
  162. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  163. }
  164. protected override void OnHide()
  165. {
  166. _rewardList.Clear();
  167. base.OnHide();
  168. Timers.inst.Remove(UpDataTime);
  169. Timers.inst.Remove(UpClickDataTime);
  170. Timers.inst.Remove(touchFlipOpen);
  171. Timers.inst.Remove(UpDataTimeTouchLoaBg);
  172. GetSuitItemController.isAuto = false;
  173. _touchLoaBg = true;
  174. foreach (var v in _effectUIDic)
  175. {
  176. EffectUIPool.Recycle(v.Value);
  177. }
  178. _effectUIDic.Clear();
  179. EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);
  180. }
  181. private void UpdateItem(GComponent com, int index, int countType)
  182. {
  183. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  184. ItemData itemData = _rewardList[index];
  185. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  186. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  187. item.m_comIcon.m_txtName.text = itemCfg.name;
  188. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  189. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  190. item.m_comIcon.m_t1.Play();
  191. // 圆盘出现时等待玩家点击的特效
  192. switch (itemCfg.rarity)
  193. {
  194. case 1:
  195. break;
  196. case 2:
  197. break;
  198. case 3:
  199. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  200. break;
  201. case 4:
  202. _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
  203. break;
  204. case 5:
  205. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  206. break;
  207. }
  208. //带特效的处理先注释
  209. //item.m_comIcon.m_holder.visible = false;
  210. //item.m_comIcon.m_holder1.visible = false;
  211. //if (itemCfg.rarity > 2) {
  212. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  213. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  214. // holder.visible = true;
  215. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  216. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  217. // {
  218. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  219. // if (!_effListTen.ContainsKey(index))
  220. // {
  221. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  222. // if (itemCfg.rarity == 3)
  223. // effectList.Add(0, _effectUI);
  224. // else if (itemCfg.rarity == 4)
  225. // effectList.Add(1, _effectUI);
  226. // _effListTen.Add(index, effectList);
  227. // }
  228. // else {
  229. // if (itemCfg.rarity == 3)
  230. // _effListTen[index].Add(0, _effectUI);
  231. // else if (itemCfg.rarity == 4)
  232. // _effListTen[index].Add(1, _effectUI);
  233. // }
  234. // }
  235. // if (countType == 1 &&
  236. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  237. // {
  238. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  239. // if (itemCfg.rarity == 3)
  240. // _effList.Add(0, _effectUI);
  241. // else if (itemCfg.rarity == 4)
  242. // _effList.Add(1, _effectUI);
  243. // }
  244. //}
  245. int count = 0;
  246. bool isFirst = false;
  247. for (int i = 0; i < _rewardList.Count; i++)
  248. {
  249. if (_rewardList[i].id == itemData.id) count++;
  250. if (count == 1 && i == index) isFirst = true;
  251. }
  252. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  253. if (_itemHasNew.ContainsKey(index))
  254. _itemHasNew[index] = item.m_comIcon.m_imgNew.visible;
  255. else
  256. _itemHasNew.Add(index, item.m_comIcon.m_imgNew.visible);
  257. item.m_t0.Play();
  258. if (item.target.data == null)
  259. {
  260. item.target.onClick.Add(ShowItemTips);
  261. }
  262. item.target.data = index;
  263. _itemIdList.Add(index, itemCfg.id);
  264. _itemObjList.Add(index, com);
  265. UI_LuckyBoxBonusShowItem.ProxyEnd();
  266. }
  267. private void ShowItemTips(EventContext context)
  268. {
  269. if (!_touchLoaBg)
  270. {
  271. return;
  272. }
  273. _touchLoaBg = false;
  274. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  275. GObject obj = context.sender as GObject;
  276. int index = (int)obj.data;
  277. _chooseIndex = index;
  278. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  279. //HandClickItem(index);
  280. }
  281. private void HandClickItem(int index)
  282. {
  283. _ui.m_touchFlipOpen.touchable = true;
  284. _handClick = true;
  285. ClickItem(index);
  286. //翻牌动画
  287. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  288. }
  289. private void UpClickDataTime(object param = null)
  290. {
  291. int index = (int)param;
  292. Timers.inst.Remove(UpClickDataTime);
  293. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  294. {
  295. HideOtherShowWindow();
  296. _ui.m_touchFlipOpen.touchable = false;
  297. }
  298. else
  299. ClickItem(index);
  300. }
  301. void ClickItem(int index)
  302. {
  303. if (_recordOpenIndex.Count >= _rewardList.Count)
  304. _ui.m_BtnPass.visible = false;
  305. if (!_recordOpenIndex.Contains(index))
  306. {
  307. TurnItem(index);
  308. }
  309. else
  310. {
  311. if (!_recordTurnIndex.Contains(index))
  312. ShowTurnItem(index);
  313. else
  314. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  315. }
  316. }
  317. private void UpDataTimeTouchLoaBg(object param = null)
  318. {
  319. _touchLoaBg = true;
  320. }
  321. private void OnClickLoaBg(EventContext context)
  322. {
  323. if (!_touchLoaBg)
  324. {
  325. return;
  326. }
  327. _touchLoaBg = false;
  328. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  329. if (_recordOpenIndex.Count >= _rewardList.Count)
  330. {
  331. _chooseIndex = -1;
  332. this.Hide();
  333. }
  334. else
  335. {
  336. for (int index = 0; index < _rewardList.Count; index++)
  337. {
  338. if (!_recordOpenIndex.Contains(index))
  339. {
  340. _chooseIndex = index;
  341. HandClickItem(index);
  342. break;
  343. }
  344. }
  345. }
  346. }
  347. private void OnClickBtnPass()
  348. {
  349. for (int index = 0; index < _rewardList.Count; index++)
  350. {
  351. if (!_recordOpenIndex.Contains(index))
  352. {
  353. int count = 0;
  354. bool isFirst = false;
  355. for (int i = 0; i < _rewardList.Count; i++)
  356. {
  357. if (_rewardList[i].id == _rewardList[index].id) count++;
  358. if (count == 1 && i == index) isFirst = true;
  359. }
  360. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  361. if (!open)
  362. {
  363. _chooseIndex = -1;
  364. ClickItem(index);
  365. }
  366. }
  367. }
  368. ClickPass();
  369. }
  370. private void ClickPass()
  371. {
  372. GetSuitItemController.isAuto = true;
  373. _ui.m_touchFlipOpen.touchable = true;
  374. _ui.m_BtnPass.visible = false;
  375. for (int i = 0; i < _rewardList.Count; i++)
  376. {
  377. TurnItem(i);
  378. }
  379. //展示获得物品
  380. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  381. }
  382. private void UpDataTime(object param = null)
  383. {
  384. _ui.m_touchFlipOpen.touchable = true;
  385. if (_recordTurnIndex.Count >= _rewardList.Count)
  386. {
  387. Timers.inst.Remove(UpDataTime);
  388. HideOtherShowWindow();
  389. _ui.m_touchFlipOpen.touchable = false;
  390. GetSuitItemController.isAuto = false;
  391. }
  392. for (int i = 0; i < _rewardList.Count; i++)
  393. {
  394. if (!_recordTurnIndex.Contains(i))
  395. {
  396. ShowTurnItem(i);
  397. break;
  398. }
  399. }
  400. }
  401. //控制展示获得物品界面
  402. private void ShowTurnItem(int index)
  403. {
  404. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  405. if (!_AnimationWait)
  406. return;
  407. if (item.m_comIcon.m_imgNew.visible)
  408. {
  409. _countShow += 1;
  410. //判断是否有套装需要展示
  411. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  412. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  413. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  414. {
  415. if (_countShow == 1)
  416. {
  417. ViewManager.Hide<SuitItemView>();
  418. ViewManager.Hide<LuckyBoxNewCardView>();
  419. ViewManager.Hide<GetSuitItemVIew>();
  420. _rewardItemList.Clear();
  421. _rewardItemList.Add(_rewardList[index]);
  422. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  423. }
  424. else
  425. {
  426. ViewManager.Hide<LuckyBoxNewDressView>();
  427. ViewManager.Hide<LuckyBoxNewCardView>();
  428. int count = 0;
  429. int totalCount = 0;
  430. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  431. if (_countShow == 2) //展示进度条界面
  432. {
  433. int countSuitId = 0;
  434. for (int i = index + 1; i < _rewardList.Count; i++)
  435. {
  436. _itemHasNew.TryGetValue(i, out bool isNew);
  437. var itemRewardCfg = ItemCfgArray.Instance.GetCfg(_rewardList[i].id);
  438. if (isNew && itemRewardCfg.itemType == ConstItemType.DRESS_UP && itemRewardCfg.suitId == suitId) {
  439. countSuitId++;
  440. }
  441. }
  442. count = count - countSuitId;
  443. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  444. }
  445. else if (_countShow == 3) //展示集齐套装界面
  446. {
  447. ViewManager.Hide<SuitItemView>();
  448. ViewManager.Show<GetSuitItemVIew>(suitId);
  449. _AnimationWait = false;
  450. }
  451. //判断是否需要显示集齐套装界面(需要的时候晚3个定时器时间)
  452. if (count <= 0 || totalCount <= 0 || count < totalCount || (count >= totalCount && _countShow > 5))
  453. {
  454. _recordTurnIndex.Add(index);
  455. _countShow = 0;
  456. if (_handClick)
  457. {
  458. _handClick = false;
  459. _ui.m_touchFlipOpen.touchable = false;
  460. }
  461. }
  462. }
  463. }
  464. else
  465. {
  466. //词牌和不是套装进这里
  467. ViewManager.Hide<SuitItemView>();
  468. ViewManager.Hide<LuckyBoxNewCardView>();
  469. ViewManager.Hide<GetSuitItemVIew>();
  470. _rewardItemList.Clear();
  471. _rewardItemList.Add(_rewardList[index]);
  472. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  473. _recordTurnIndex.Add(index);
  474. _countShow = 0;
  475. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  476. }
  477. }
  478. else
  479. {
  480. _recordTurnIndex.Add(index);
  481. _ui.m_touchFlipOpen.touchable = false;
  482. }
  483. UI_LuckyBoxBonusShowItem.ProxyEnd();
  484. }
  485. private void touchFlipOpen(object param)
  486. {
  487. Timers.inst.Remove(touchFlipOpen);
  488. _ui.m_touchFlipOpen.touchable = false;
  489. }
  490. private void TurnItem(int index)
  491. {
  492. if (!_recordOpenIndex.Contains(index))
  493. {
  494. // 删除 “等待翻开” 的特效
  495. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  496. {
  497. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  498. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  499. }
  500. if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))
  501. {
  502. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
  503. _effectUIDic.Remove("CK_Loop_Wait_GS" + index);
  504. }
  505. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  506. {
  507. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  508. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  509. }
  510. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  511. if (!item.m_comIcon.m_imgNew.visible)
  512. {
  513. if(!_recordTurnIndex.Contains(index))
  514. {
  515. _recordTurnIndex.Add(index);
  516. }
  517. }
  518. //先翻开牌面
  519. //item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  520. //item.m_t1.Play();
  521. //item.m_t2.Play();
  522. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  523. // 点击特效
  524. if (!_effectUIDic.ContainsKey("CK_Cirle_DJ" + index))
  525. {
  526. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  527. }
  528. else
  529. {
  530. _effectUIDic["CK_Cirle_DJ" + index] = EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ");
  531. }
  532. // 翻开特效
  533. switch (itemCfg.rarity)
  534. {
  535. case 1:
  536. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  537. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  538. break;
  539. case 2:
  540. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  541. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  542. break;
  543. case 3:
  544. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  545. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  546. break;
  547. case 4:
  548. _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
  549. _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
  550. break;
  551. case 5:
  552. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  553. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  554. break;
  555. }
  556. //item.m_comIcon.m_t0.Play();
  557. if(!_recordOpenIndex.Contains(index))
  558. {
  559. _recordOpenIndex.Add(index);
  560. }
  561. UI_LuckyBoxBonusShowItem.ProxyEnd();
  562. }
  563. }
  564. private void HideOtherShowWindow()
  565. {
  566. ViewManager.Hide<SuitItemView>();
  567. ViewManager.Hide<GetSuitItemVIew>();
  568. ViewManager.Hide<LuckyBoxNewDressView>();
  569. ViewManager.Hide<LuckyBoxNewCardView>();
  570. }
  571. private void SetAnimationWait()
  572. {
  573. _AnimationWait = true;
  574. }
  575. }
  576. }