LuckyBoxBonusShowView.cs 22 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 bool _handClick = false; //手动点击开启
  22. private bool _AnimationWait = true; //抽卡动画等待加载完毕
  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. {
  37. if (_effListTen.ContainsKey(key))
  38. {
  39. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  40. {
  41. if (_effListTen[key].ContainsKey(key1))
  42. {
  43. EffectUIPool.Recycle(_effListTen[key][key1]);
  44. _effListTen[key][key1] = null;
  45. }
  46. }
  47. }
  48. }
  49. _effListTen.Clear();
  50. for (int key = 0; key < _effList.Count; key++)
  51. {
  52. if (_effList.ContainsKey(key))
  53. {
  54. EffectUIPool.Recycle(_effList[key]);
  55. _effList[key] = null;
  56. }
  57. }
  58. _effList.Clear();
  59. if (_ui != null)
  60. {
  61. _ui.Dispose();
  62. _ui = null;
  63. }
  64. base.Dispose();
  65. }
  66. protected override void OnInit()
  67. {
  68. base.OnInit();
  69. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  70. _ui = UI_LuckBoxBonusShowUI.Create();
  71. this.viewCom = _ui.target;
  72. isfullScreen = true;
  73. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  74. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  75. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  76. UpdateEffect();
  77. }
  78. private void UpdateEffect()
  79. {
  80. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  81. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  82. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  83. }
  84. protected override void AddEventListener()
  85. {
  86. base.AddEventListener();
  87. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  88. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  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. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  97. }
  98. protected void OthershowViewClose()
  99. {
  100. _ui.m_touchFlipOpen.touchable = false;
  101. }
  102. protected void ReferNextShow()
  103. {
  104. int suitId = 0;
  105. if(_itemIdList.ContainsKey(_chooseIndex))
  106. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  107. if (_chooseIndex != -1 && suitId > 0)
  108. ClickItem(_chooseIndex);
  109. else
  110. {
  111. if (_handClick)
  112. {
  113. _handClick = false;
  114. Timers.inst.Remove(UpClickDataTime);
  115. _ui.m_touchFlipOpen.touchable = false;
  116. }
  117. }
  118. }
  119. protected override void OnShown()
  120. {
  121. base.OnShown();
  122. _rewardList.AddRange(this.viewData as List<ItemData>);
  123. _itemIdList.Clear();
  124. _itemObjList.Clear();
  125. _recordOpenIndex.Clear();
  126. _recordTurnIndex.Clear();
  127. _ui.m_BtnPass.visible = true;
  128. _ui.m_touchFlipOpen.touchable = false;
  129. if (_rewardList.Count == 1)
  130. {
  131. _ui.m_c1.selectedIndex = 0;
  132. UpdateItem(_ui.m_itemOne.target, 0, 1);
  133. }
  134. else
  135. {
  136. _ui.m_c1.selectedIndex = 1;
  137. for (int i = 0; i < _rewardList.Count; i++)
  138. {
  139. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  140. }
  141. }
  142. }
  143. protected override void OnHide()
  144. {
  145. _rewardList.Clear();
  146. base.OnHide();
  147. Timers.inst.Remove(UpDataTime);
  148. Timers.inst.Remove(UpClickDataTime);
  149. foreach (var v in _effectUIDic)
  150. {
  151. EffectUIPool.Recycle(v.Value);
  152. }
  153. _effectUIDic.Clear();
  154. }
  155. private void UpdateItem(GComponent com, int index, int countType)
  156. {
  157. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  158. ItemData itemData = _rewardList[index];
  159. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  160. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  161. item.m_comIcon.m_txtName.text = itemCfg.name;
  162. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  163. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  164. item.m_comIcon.m_t1.Play();
  165. // 圆盘出现时等待玩家点击的特效
  166. switch (itemCfg.rarity)
  167. {
  168. case 1:
  169. break;
  170. case 2:
  171. break;
  172. case 3:
  173. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  174. break;
  175. case 4:
  176. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  177. break;
  178. }
  179. //带特效的处理先注释
  180. //item.m_comIcon.m_holder.visible = false;
  181. //item.m_comIcon.m_holder1.visible = false;
  182. //if (itemCfg.rarity > 2) {
  183. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  184. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  185. // holder.visible = true;
  186. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  187. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  188. // {
  189. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  190. // if (!_effListTen.ContainsKey(index))
  191. // {
  192. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  193. // if (itemCfg.rarity == 3)
  194. // effectList.Add(0, _effectUI);
  195. // else if (itemCfg.rarity == 4)
  196. // effectList.Add(1, _effectUI);
  197. // _effListTen.Add(index, effectList);
  198. // }
  199. // else {
  200. // if (itemCfg.rarity == 3)
  201. // _effListTen[index].Add(0, _effectUI);
  202. // else if (itemCfg.rarity == 4)
  203. // _effListTen[index].Add(1, _effectUI);
  204. // }
  205. // }
  206. // if (countType == 1 &&
  207. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  208. // {
  209. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  210. // if (itemCfg.rarity == 3)
  211. // _effList.Add(0, _effectUI);
  212. // else if (itemCfg.rarity == 4)
  213. // _effList.Add(1, _effectUI);
  214. // }
  215. //}
  216. int count = 0;
  217. bool isFirst = false;
  218. for (int i = 0; i < _rewardList.Count; i++)
  219. {
  220. if (_rewardList[i].id == itemData.id) count++;
  221. if (count == 1 && i == index) isFirst = true;
  222. }
  223. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  224. item.m_t0.Play();
  225. if (item.target.data == null)
  226. {
  227. item.target.onClick.Add(ShowItemTips);
  228. }
  229. item.target.data = index;
  230. _itemIdList.Add(index, itemCfg.id);
  231. _itemObjList.Add(index, com);
  232. UI_LuckyBoxBonusShowItem.ProxyEnd();
  233. }
  234. private void ShowItemTips(EventContext context)
  235. {
  236. GObject obj = context.sender as GObject;
  237. int index = (int)obj.data;
  238. _chooseIndex = index;
  239. HandClickItem(index);
  240. }
  241. private void HandClickItem(int index)
  242. {
  243. _ui.m_touchFlipOpen.touchable = true;
  244. _handClick = true;
  245. ClickItem(index);
  246. //翻牌动画
  247. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  248. }
  249. private void UpClickDataTime(object param = null)
  250. {
  251. int index = (int)param;
  252. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  253. {
  254. Timers.inst.Remove(UpClickDataTime);
  255. HideOtherShowWindow();
  256. _ui.m_touchFlipOpen.touchable = false;
  257. }
  258. else
  259. ClickItem(index);
  260. }
  261. void ClickItem(int index)
  262. {
  263. if (_recordOpenIndex.Count >= _rewardList.Count)
  264. _ui.m_BtnPass.visible = false;
  265. if (!_recordOpenIndex.Contains(index))
  266. TurnItem(index);
  267. else
  268. {
  269. if (!_recordTurnIndex.Contains(index))
  270. ShowTurnItem(index);
  271. else
  272. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  273. }
  274. }
  275. private void OnClickLoaBg()
  276. {
  277. if (_recordOpenIndex.Count >= _rewardList.Count)
  278. {
  279. _chooseIndex = -1;
  280. this.Hide();
  281. }
  282. else
  283. {
  284. for (int index = 0; index < _rewardList.Count; index++)
  285. {
  286. if (!_recordOpenIndex.Contains(index))
  287. {
  288. _chooseIndex = index;
  289. HandClickItem(index);
  290. break;
  291. }
  292. }
  293. }
  294. }
  295. private void OnClickBtnPass()
  296. {
  297. for (int index = 0; index < _rewardList.Count; index++)
  298. {
  299. if (!_recordOpenIndex.Contains(index))
  300. {
  301. int count = 0;
  302. bool isFirst = false;
  303. for (int i = 0; i < _rewardList.Count; i++)
  304. {
  305. if (_rewardList[i].id == _rewardList[index].id) count++;
  306. if (count == 1 && i == index) isFirst = true;
  307. }
  308. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  309. if (!open)
  310. {
  311. _chooseIndex = -1;
  312. ClickItem(index);
  313. }
  314. }
  315. }
  316. ClickPass();
  317. }
  318. private void ClickPass()
  319. {
  320. GetSuitItemController.isAuto = true;
  321. _ui.m_touchFlipOpen.touchable = true;
  322. _ui.m_BtnPass.visible = false;
  323. for (int i = 0; i < _rewardList.Count; i++)
  324. {
  325. TurnItem(i);
  326. }
  327. //展示获得物品
  328. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  329. }
  330. private void UpDataTime(object param = null)
  331. {
  332. _ui.m_touchFlipOpen.touchable = true;
  333. if (_recordTurnIndex.Count >= _rewardList.Count)
  334. {
  335. Timers.inst.Remove(UpDataTime);
  336. HideOtherShowWindow();
  337. _ui.m_touchFlipOpen.touchable = false;
  338. GetSuitItemController.isAuto = false;
  339. }
  340. for (int i = 0; i < _rewardList.Count; i++)
  341. {
  342. if (!_recordTurnIndex.Contains(i))
  343. {
  344. ShowTurnItem(i);
  345. break;
  346. }
  347. }
  348. }
  349. //控制展示获得物品界面
  350. private void ShowTurnItem(int index)
  351. {
  352. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  353. if (!_AnimationWait)
  354. return;
  355. if (item.m_comIcon.m_imgNew.visible)
  356. {
  357. _countShow += 1;
  358. //判断是否有套装需要展示
  359. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  360. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  361. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  362. {
  363. if (_countShow == 1)
  364. {
  365. ViewManager.Hide<SuitItemView>();
  366. ViewManager.Hide<LuckyBoxNewCardView>();
  367. ViewManager.Hide<GetSuitItemVIew>();
  368. _rewardItemList.Clear();
  369. _rewardItemList.Add(_rewardList[index]);
  370. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  371. }
  372. else
  373. {
  374. ViewManager.Hide<LuckyBoxNewDressView>();
  375. ViewManager.Hide<LuckyBoxNewCardView>();
  376. int count = 0;
  377. int totalCount = 0;
  378. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  379. if (_countShow == 2) //展示进度条界面
  380. {
  381. int countSuitId = 0;
  382. for (int i = index + 1; i < _rewardList.Count; i++)
  383. {
  384. if (_rewardList[i].id != _itemIdList[index]) {
  385. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  386. if (itemSuitId == suitId)
  387. countSuitId++;
  388. }
  389. }
  390. count = count - countSuitId;
  391. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  392. }
  393. else if (_countShow == 3) //展示集齐套装界面
  394. {
  395. ViewManager.Hide<SuitItemView>();
  396. ViewManager.Show<GetSuitItemVIew>(suitId);
  397. _AnimationWait = false;
  398. }
  399. //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)
  400. if (count < totalCount || (count >= totalCount && _countShow > 5))
  401. {
  402. _recordTurnIndex.Add(index);
  403. _countShow = 0;
  404. if (_handClick)
  405. {
  406. _handClick = false;
  407. Timers.inst.Remove(UpClickDataTime);
  408. _ui.m_touchFlipOpen.touchable = false;
  409. }
  410. }
  411. }
  412. }
  413. else
  414. {
  415. //词牌和不是套装进这里
  416. ViewManager.Hide<SuitItemView>();
  417. ViewManager.Hide<LuckyBoxNewCardView>();
  418. ViewManager.Hide<GetSuitItemVIew>();
  419. _rewardItemList.Clear();
  420. _rewardItemList.Add(_rewardList[index]);
  421. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  422. _recordTurnIndex.Add(index);
  423. _countShow = 0;
  424. _ui.m_touchFlipOpen.touchable = false;
  425. }
  426. }
  427. else
  428. {
  429. _recordTurnIndex.Add(index);
  430. _ui.m_touchFlipOpen.touchable = false;
  431. }
  432. UI_LuckyBoxBonusShowItem.ProxyEnd();
  433. }
  434. private void TurnItem(int index)
  435. {
  436. if (!_recordOpenIndex.Contains(index))
  437. {
  438. // 删除 “等待翻开” 的特效
  439. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  440. {
  441. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  442. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  443. }
  444. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  445. {
  446. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  447. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  448. }
  449. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  450. if (!item.m_comIcon.m_imgNew.visible)
  451. _recordTurnIndex.Add(index);
  452. //先翻开牌面
  453. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  454. //item.m_t1.Play();
  455. item.m_t2.Play();
  456. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  457. // 点击特效
  458. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  459. // 翻开特效
  460. switch (itemCfg.rarity)
  461. {
  462. case 1:
  463. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  464. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  465. break;
  466. case 2:
  467. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  468. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  469. break;
  470. case 3:
  471. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  472. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  473. break;
  474. case 4:
  475. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  476. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  477. break;
  478. }
  479. item.m_comIcon.m_t0.Play();
  480. _recordOpenIndex.Add(index);
  481. UI_LuckyBoxBonusShowItem.ProxyEnd();
  482. }
  483. }
  484. private void HideOtherShowWindow()
  485. {
  486. ViewManager.Hide<SuitItemView>();
  487. ViewManager.Hide<GetSuitItemVIew>();
  488. ViewManager.Hide<LuckyBoxNewDressView>();
  489. ViewManager.Hide<LuckyBoxNewCardView>();
  490. }
  491. private void SetAnimationWait()
  492. {
  493. _AnimationWait = true;
  494. }
  495. }
  496. }