FieldWorkLevelView.cs 11 KB

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  1. using FairyGUI;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using ET;
  5. using UI.FieldWork;
  6. using UI.CommonGame;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class FieldWorkLevelView : BaseWindow
  11. {
  12. private UI_FieldWorkLevelUI _ui;
  13. private CimbingTowerLevelCfg[] LevelList;
  14. private GameObject gamey;
  15. private float indexY;
  16. private EffectUI _effectUI1;
  17. private GComponent objGuide;
  18. public override void Dispose()
  19. {
  20. if (_ui != null)
  21. {
  22. _ui.Dispose();
  23. _ui = null;
  24. }
  25. if (_effectUI1 != null)
  26. {
  27. EffectUIPool.Recycle(_effectUI1);
  28. _effectUI1 = null;
  29. }
  30. base.Dispose();
  31. }
  32. protected override void Init()
  33. {
  34. base.Init();
  35. packageName = UI_FieldWorkLevelUI.PACKAGE_NAME;
  36. _ui = UI_FieldWorkLevelUI.Create();
  37. viewCom = _ui.target;
  38. isfullScreen = true;
  39. isReturnView = true;
  40. _ui.m_BtnBack.onClick.Add(OnClickBtnBack);
  41. _ui.m_shopBtn.target.onClick.Add(OnClickBtnShop);
  42. _ui.m_resetBtn.target.onClick.Add(OnClickBtnReSet);
  43. _ui.m_passBtn.target.onClick.Add(OnClickBtnSkip);
  44. _ui.m_listTag.itemRenderer = RenderListTagItem;
  45. _ui.m_ruleBtn.onClick.Add(RuleController.ShowRuleView);
  46. _ui.m_ruleBtn.data = 300035;
  47. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_bgEffect, "ui_zj", "Tydc_All/Tydc_All");
  48. }
  49. protected override void AddEventListener()
  50. {
  51. base.AddEventListener();
  52. EventAgent.AddEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  53. EventAgent.AddEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  54. }
  55. protected override void RemoveEventListener()
  56. {
  57. base.RemoveEventListener();
  58. EventAgent.RemoveEventListener(ConstMessage.FieldWork_STARTCHANGE, StartCalculateScore);
  59. EventAgent.RemoveEventListener(ConstMessage.FieldWork_StateCHANGE, UpdateLevel);
  60. }
  61. protected override void OnShown()
  62. {
  63. base.OnShown();
  64. gamey = GameObject.Find("Stage/GRoot/Window - FieldWorkLevelUI/ContentPane/CompChapter/Container/Container");
  65. _ui.m_Bg.url = ResPathUtil.GetBgImgPath("bg_tydc");
  66. _ui.m_shopBtn.target.visible = false;
  67. LevelList = CimbingTowerLevelCfgArray.Instance.dataArray;
  68. _ui.m_listTag.numItems = FieldWorkDataManager.Instance.Tag.Count;
  69. UpdateLevel();
  70. Timers.inst.AddUpdate(CheckGuide);
  71. }
  72. private IEnumerator InitChapter()
  73. {
  74. yield return new WaitForSeconds(0.1f);
  75. if (gamey != null)
  76. {
  77. //gamey.transform.position = new Vector3(0, indexY, 0);
  78. }
  79. }
  80. private void UpdateLevel()
  81. {
  82. for (int i = 0; i < LevelList.Length; i++)
  83. {
  84. GObject obj = _ui.m_chapter.m_compChapterScroll.target.GetChild("g" + i);
  85. UI_CompStoryLevelItem levelItem = UI_CompStoryLevelItem.Proxy(obj);
  86. if(i == LevelList.Length-1)
  87. {
  88. levelItem.m_c1.selectedIndex = 2;
  89. }
  90. CimbingTowerLevelCfg levelCfg = LevelList[i];
  91. if(FieldWorkDataManager.Instance.CheckLevelPass(levelCfg.id) || i == 0)
  92. {
  93. levelItem.m_lock.visible = false;
  94. }
  95. else
  96. {
  97. levelItem.m_lock.visible = true;
  98. }
  99. levelItem.target.visible = true;
  100. levelItem.m_txtFightOrder.text = levelCfg.name;
  101. levelItem.m_levelIcon.text = FieldWorkDataManager.Instance.nameList[i];
  102. levelItem.target.data = levelCfg.id;
  103. levelItem.target.onClick.Add(OnClickLevelItem);
  104. UI_CompStoryLevelItem.ProxyEnd();
  105. }
  106. //Timers.inst.StartCoroutine(InitChapter());
  107. int isPassCount = 0;
  108. foreach(var item in FieldWorkDataManager.Instance.CimbingTowerLevelInfoList)
  109. {
  110. if(item.Value.IsPass)
  111. {
  112. isPassCount++;
  113. }
  114. }
  115. if (isPassCount >= CimbingTowerLevelCfgArray.Instance.dataArray.Length)
  116. {
  117. isPassCount = CimbingTowerLevelCfgArray.Instance.dataArray.Length - 1;
  118. }
  119. string ObjGuidename = "g" + isPassCount.ToString();
  120. objGuide = _ui.m_chapter.m_compChapterScroll.target.GetChild(ObjGuidename).asCom;
  121. float levelCount = CimbingTowerLevelCfgArray.Instance.dataArray.Length - isPassCount;
  122. float height = _ui.m_chapter.target.height;
  123. float value = levelCount / CimbingTowerLevelCfgArray.Instance.dataArray.Length;
  124. indexY = value * Mathf.Max(0, (float)levelCount);
  125. _ui.m_chapter.target.scrollPane.SetPercY(value, false);
  126. }
  127. private void OnClickLevelItem(EventContext context)
  128. {
  129. UI_CompStoryLevelItem levelItem = UI_CompStoryLevelItem.Proxy(context.sender as GObject);
  130. int levelCfgId = (int)levelItem.target.data;
  131. if(levelItem.m_lock.visible)
  132. {
  133. PromptController.Instance.ShowFloatTextPrompt("请通过前置关卡");
  134. return;
  135. }
  136. else
  137. {
  138. if(FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelCfgId))
  139. {
  140. if(FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelCfgId].IsPass)
  141. {
  142. PromptController.Instance.ShowFloatTextPrompt("关卡已通过!");
  143. return;
  144. }
  145. }
  146. }
  147. UI_CompStoryLevelItem.ProxyEnd();
  148. ViewManager.Show<FieldWorkLevelInfoView>(new object[] { levelCfgId });
  149. }
  150. private void RenderListTagItem(int index, GObject obj)
  151. {
  152. UI_ComTag item = UI_ComTag.Proxy(obj);
  153. string tag = FieldWorkDataManager.Instance.Tag[index];
  154. int tagType = TagCfgArray.Instance.GetCfg(tag).type;
  155. item.m_txtTag.text = tag;
  156. item.m_loaTag.url = ResPathUtil.GetCommonGameResPath("fzd_bqbq_" + tagType);
  157. UI_ComTag.ProxyEnd();
  158. }
  159. protected override void OnHide()
  160. {
  161. base.OnHide();
  162. GRoot.inst.touchable = true;
  163. }
  164. private void StartCalculateScore()
  165. {
  166. ViewManager.Show<StoryFightSingleView>(null, true);
  167. ViewManager.DeleteViewStackCountDown(null, 1);
  168. }
  169. private void OnClickBtnBack()
  170. {
  171. ViewManager.GoBackFrom(typeof(FieldWorkLevelView).FullName);
  172. }
  173. private void OnClickBtnShop()
  174. {
  175. ViewManager.Show<StoreView>(new object[] { ConstStoreTabId.STORE_EXCHANGE, 3 });
  176. }
  177. private void OnClickBtnReSet()
  178. {
  179. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  180. {
  181. return;
  182. }
  183. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.Count == 0)
  184. {
  185. PromptController.Instance.ShowFloatTextPrompt("本周暂未参与该玩法,无法使用此功能!");
  186. return;
  187. }
  188. AlertUI.Show("重置后当前关卡进度将被清空,每周可使用一次,是否重置?")
  189. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  190. {
  191. bool result = await FieldWorkSproxy.ReqFieldWorkReset();
  192. if (result)
  193. {
  194. UpdateLevel();
  195. PromptController.Instance.ShowFloatTextPrompt("重置成功!");
  196. }
  197. else
  198. {
  199. //PromptController.Instance.ShowFloatTextPrompt("没有重置次数!");
  200. }
  201. });
  202. }
  203. private void OnClickBtnSkip()
  204. {
  205. int normal = CimbingTowerCfgArray.Instance.dataArray[0].ClearanceLimit;
  206. int vip = CimbingTowerCfgArray.Instance.dataArray[0].VipClearanceLimit;
  207. int canPassCount = 0;
  208. int isPassCount = 0;
  209. foreach (var item in FieldWorkDataManager.Instance.CimbingTowerLevelInfoList)
  210. {
  211. if (item.Value.IsPass)
  212. {
  213. isPassCount++;
  214. }
  215. }
  216. if (RoleDataManager.CheckIsMonthCardOpenByType(1) || RoleDataManager.CheckIsMonthCardOpenByType(1))
  217. {
  218. canPassCount = vip;
  219. }
  220. else
  221. {
  222. canPassCount = normal;
  223. }
  224. if (isPassCount > canPassCount)
  225. {
  226. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  227. return;
  228. }
  229. else if((isPassCount >= FieldWorkDataManager.Instance.MaxLevelId && FieldWorkDataManager.Instance.MaxLevelId < canPassCount))
  230. {
  231. PromptController.Instance.ShowFloatTextPrompt("通关数量已超过最大可通关数量!");
  232. return;
  233. }
  234. if (FieldWorkDataManager.Instance.MaxLevelId != 0)
  235. {
  236. AlertUI.Show("一键通关不消耗服装和词牌的使用次数,是否快速通关?")
  237. .SetLeftButton(true, "否").SetRightButton(true, "是", async (object data) =>
  238. {
  239. bool result = await FieldWorkSproxy.ReqFieldWorkOneClickPass();
  240. if (result)
  241. {
  242. UpdateLevel();
  243. PromptController.Instance.ShowFloatTextPrompt("一键通关成功!");
  244. }
  245. });
  246. }
  247. else
  248. {
  249. PromptController.Instance.ShowFloatTextPrompt("暂未满足通关要求,无法使用此功能!");
  250. }
  251. }
  252. private void CheckGuide(object param)
  253. {
  254. if (GuideDataManager.IsGuideFinish(ConstGuideId.FIELD) <= 0)
  255. {
  256. UpdateCheckGuide(null);
  257. }
  258. else
  259. {
  260. Timers.inst.Remove(CheckGuide);
  261. }
  262. }
  263. protected void UpdateCheckGuide(object param)
  264. {
  265. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  266. GuideController.TryGuide(_ui.m_listTag, ConstGuideId.FIELD, 2, "每周主题标签将会获得额外的属性加成!");
  267. GuideController.TryGuide(objGuide, ConstGuideId.FIELD, 3, "点击开始挑战!");
  268. GuideController.TryGuide(_ui.m_resetBtn.target, ConstGuideId.FIELD, 16, "每周一5:00可以获得一次重置的机会,若遇到困难时可以考虑重置后再试试哦!", -1, true, _ui.target.height - 600);
  269. GuideController.TryCompleteGuide(ConstGuideId.FIELD, 16);
  270. }
  271. }
  272. }