LuckyBoxBonusShowView.cs 23 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. if (GetSuitItemController.isAuto)
  105. return;
  106. int suitId = 0;
  107. if(_itemIdList.ContainsKey(_chooseIndex))
  108. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  109. if (_chooseIndex != -1 && suitId > 0)
  110. ClickItem(_chooseIndex);
  111. else
  112. {
  113. if (_handClick)
  114. {
  115. _handClick = false;
  116. _ui.m_touchFlipOpen.touchable = false;
  117. }
  118. }
  119. }
  120. protected override void OnShown()
  121. {
  122. base.OnShown();
  123. _rewardList.AddRange(this.viewData as List<ItemData>);
  124. _itemIdList.Clear();
  125. _itemObjList.Clear();
  126. _recordOpenIndex.Clear();
  127. _recordTurnIndex.Clear();
  128. _ui.m_BtnPass.visible = true;
  129. _ui.m_touchFlipOpen.touchable = false;
  130. GetSuitItemController.isAuto = false;
  131. if (_rewardList.Count == 1)
  132. {
  133. _ui.m_c1.selectedIndex = 0;
  134. UpdateItem(_ui.m_itemOne.target, 0, 1);
  135. }
  136. else
  137. {
  138. _ui.m_c1.selectedIndex = 1;
  139. for (int i = 0; i < _rewardList.Count; i++)
  140. {
  141. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  142. }
  143. }
  144. }
  145. protected override void OnHide()
  146. {
  147. _rewardList.Clear();
  148. base.OnHide();
  149. Timers.inst.Remove(UpDataTime);
  150. Timers.inst.Remove(UpClickDataTime);
  151. Timers.inst.Remove(touchFlipOpen);
  152. GetSuitItemController.isAuto = false;
  153. foreach (var v in _effectUIDic)
  154. {
  155. EffectUIPool.Recycle(v.Value);
  156. }
  157. _effectUIDic.Clear();
  158. EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);
  159. }
  160. private void UpdateItem(GComponent com, int index, int countType)
  161. {
  162. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  163. ItemData itemData = _rewardList[index];
  164. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  165. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  166. item.m_comIcon.m_txtName.text = itemCfg.name;
  167. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  168. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  169. item.m_comIcon.m_t1.Play();
  170. // 圆盘出现时等待玩家点击的特效
  171. switch (itemCfg.rarity)
  172. {
  173. case 1:
  174. break;
  175. case 2:
  176. break;
  177. case 3:
  178. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  179. break;
  180. case 4:
  181. _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
  182. break;
  183. case 5:
  184. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  185. break;
  186. }
  187. //带特效的处理先注释
  188. //item.m_comIcon.m_holder.visible = false;
  189. //item.m_comIcon.m_holder1.visible = false;
  190. //if (itemCfg.rarity > 2) {
  191. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  192. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  193. // holder.visible = true;
  194. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  195. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  196. // {
  197. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  198. // if (!_effListTen.ContainsKey(index))
  199. // {
  200. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  201. // if (itemCfg.rarity == 3)
  202. // effectList.Add(0, _effectUI);
  203. // else if (itemCfg.rarity == 4)
  204. // effectList.Add(1, _effectUI);
  205. // _effListTen.Add(index, effectList);
  206. // }
  207. // else {
  208. // if (itemCfg.rarity == 3)
  209. // _effListTen[index].Add(0, _effectUI);
  210. // else if (itemCfg.rarity == 4)
  211. // _effListTen[index].Add(1, _effectUI);
  212. // }
  213. // }
  214. // if (countType == 1 &&
  215. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  216. // {
  217. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  218. // if (itemCfg.rarity == 3)
  219. // _effList.Add(0, _effectUI);
  220. // else if (itemCfg.rarity == 4)
  221. // _effList.Add(1, _effectUI);
  222. // }
  223. //}
  224. int count = 0;
  225. bool isFirst = false;
  226. for (int i = 0; i < _rewardList.Count; i++)
  227. {
  228. if (_rewardList[i].id == itemData.id) count++;
  229. if (count == 1 && i == index) isFirst = true;
  230. }
  231. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  232. item.m_t0.Play();
  233. if (item.target.data == null)
  234. {
  235. item.target.onClick.Add(ShowItemTips);
  236. }
  237. item.target.data = index;
  238. _itemIdList.Add(index, itemCfg.id);
  239. _itemObjList.Add(index, com);
  240. UI_LuckyBoxBonusShowItem.ProxyEnd();
  241. }
  242. private void ShowItemTips(EventContext context)
  243. {
  244. GObject obj = context.sender as GObject;
  245. int index = (int)obj.data;
  246. _chooseIndex = index;
  247. HandClickItem(index);
  248. }
  249. private void HandClickItem(int index)
  250. {
  251. _ui.m_touchFlipOpen.touchable = true;
  252. _handClick = true;
  253. ClickItem(index);
  254. //翻牌动画
  255. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  256. }
  257. private void UpClickDataTime(object param = null)
  258. {
  259. int index = (int)param;
  260. Timers.inst.Remove(UpClickDataTime);
  261. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  262. {
  263. HideOtherShowWindow();
  264. _ui.m_touchFlipOpen.touchable = false;
  265. }
  266. else
  267. ClickItem(index);
  268. }
  269. void ClickItem(int index)
  270. {
  271. if (_recordOpenIndex.Count >= _rewardList.Count)
  272. _ui.m_BtnPass.visible = false;
  273. if (!_recordOpenIndex.Contains(index))
  274. TurnItem(index);
  275. else
  276. {
  277. if (!_recordTurnIndex.Contains(index))
  278. ShowTurnItem(index);
  279. else
  280. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  281. }
  282. }
  283. private void OnClickLoaBg(EventContext context)
  284. {
  285. ET.Log.Debug("打印测试======context.inputEvent.clickCount==========" + context.inputEvent.clickCount);
  286. ET.Log.Debug("打印测试======context.inputEvent.isDoubleClick==========" + context.inputEvent.isDoubleClick);
  287. ET.Log.Debug("打印测试======context.inputEvent.button==========" + context.inputEvent.button);
  288. ET.Log.Debug("打印测试======Stage.inst.touchCount=========" + Stage.inst.touchCount);
  289. if (context.inputEvent.button == 1 && Stage.inst.touchCount >= 2)
  290. {
  291. return;
  292. }
  293. if (_recordOpenIndex.Count >= _rewardList.Count)
  294. {
  295. _chooseIndex = -1;
  296. this.Hide();
  297. }
  298. else
  299. {
  300. for (int index = 0; index < _rewardList.Count; index++)
  301. {
  302. if (!_recordOpenIndex.Contains(index))
  303. {
  304. _chooseIndex = index;
  305. HandClickItem(index);
  306. break;
  307. }
  308. }
  309. }
  310. }
  311. private void OnClickBtnPass()
  312. {
  313. for (int index = 0; index < _rewardList.Count; index++)
  314. {
  315. if (!_recordOpenIndex.Contains(index))
  316. {
  317. int count = 0;
  318. bool isFirst = false;
  319. for (int i = 0; i < _rewardList.Count; i++)
  320. {
  321. if (_rewardList[i].id == _rewardList[index].id) count++;
  322. if (count == 1 && i == index) isFirst = true;
  323. }
  324. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  325. if (!open)
  326. {
  327. _chooseIndex = -1;
  328. ClickItem(index);
  329. }
  330. }
  331. }
  332. ClickPass();
  333. }
  334. private void ClickPass()
  335. {
  336. GetSuitItemController.isAuto = true;
  337. _ui.m_touchFlipOpen.touchable = true;
  338. _ui.m_BtnPass.visible = false;
  339. for (int i = 0; i < _rewardList.Count; i++)
  340. {
  341. TurnItem(i);
  342. }
  343. //展示获得物品
  344. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  345. }
  346. private void UpDataTime(object param = null)
  347. {
  348. _ui.m_touchFlipOpen.touchable = true;
  349. if (_recordTurnIndex.Count >= _rewardList.Count)
  350. {
  351. Timers.inst.Remove(UpDataTime);
  352. HideOtherShowWindow();
  353. _ui.m_touchFlipOpen.touchable = false;
  354. GetSuitItemController.isAuto = false;
  355. }
  356. for (int i = 0; i < _rewardList.Count; i++)
  357. {
  358. if (!_recordTurnIndex.Contains(i))
  359. {
  360. ShowTurnItem(i);
  361. break;
  362. }
  363. }
  364. }
  365. //控制展示获得物品界面
  366. private void ShowTurnItem(int index)
  367. {
  368. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  369. if (!_AnimationWait)
  370. return;
  371. if (item.m_comIcon.m_imgNew.visible)
  372. {
  373. _countShow += 1;
  374. //判断是否有套装需要展示
  375. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  376. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  377. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  378. {
  379. if (_countShow == 1)
  380. {
  381. ViewManager.Hide<SuitItemView>();
  382. ViewManager.Hide<LuckyBoxNewCardView>();
  383. ViewManager.Hide<GetSuitItemVIew>();
  384. _rewardItemList.Clear();
  385. _rewardItemList.Add(_rewardList[index]);
  386. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  387. }
  388. else
  389. {
  390. ViewManager.Hide<LuckyBoxNewDressView>();
  391. ViewManager.Hide<LuckyBoxNewCardView>();
  392. int count = 0;
  393. int totalCount = 0;
  394. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  395. if (_countShow == 2) //展示进度条界面
  396. {
  397. int countSuitId = 0;
  398. for (int i = index + 1; i < _rewardList.Count; i++)
  399. {
  400. if (_rewardList[i].id != _itemIdList[index]) {
  401. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  402. if (itemSuitId == suitId)
  403. countSuitId++;
  404. }
  405. }
  406. count = count - countSuitId;
  407. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  408. }
  409. else if (_countShow == 3) //展示集齐套装界面
  410. {
  411. ViewManager.Hide<SuitItemView>();
  412. ViewManager.Show<GetSuitItemVIew>(suitId);
  413. _AnimationWait = false;
  414. }
  415. //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)
  416. if (count < totalCount || (count >= totalCount && _countShow > 5))
  417. {
  418. _recordTurnIndex.Add(index);
  419. _countShow = 0;
  420. if (_handClick)
  421. {
  422. _handClick = false;
  423. _ui.m_touchFlipOpen.touchable = false;
  424. }
  425. }
  426. }
  427. }
  428. else
  429. {
  430. //词牌和不是套装进这里
  431. ViewManager.Hide<SuitItemView>();
  432. ViewManager.Hide<LuckyBoxNewCardView>();
  433. ViewManager.Hide<GetSuitItemVIew>();
  434. _rewardItemList.Clear();
  435. _rewardItemList.Add(_rewardList[index]);
  436. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  437. _recordTurnIndex.Add(index);
  438. _countShow = 0;
  439. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  440. }
  441. }
  442. else
  443. {
  444. _recordTurnIndex.Add(index);
  445. _ui.m_touchFlipOpen.touchable = false;
  446. }
  447. UI_LuckyBoxBonusShowItem.ProxyEnd();
  448. }
  449. private void touchFlipOpen(object param)
  450. {
  451. Timers.inst.Remove(touchFlipOpen);
  452. _ui.m_touchFlipOpen.touchable = false;
  453. }
  454. private void TurnItem(int index)
  455. {
  456. if (!_recordOpenIndex.Contains(index))
  457. {
  458. // 删除 “等待翻开” 的特效
  459. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  460. {
  461. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  462. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  463. }
  464. if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))
  465. {
  466. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
  467. _effectUIDic.Remove("CK_Loop_Wait_GS" + index);
  468. }
  469. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  470. {
  471. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  472. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  473. }
  474. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  475. if (!item.m_comIcon.m_imgNew.visible)
  476. _recordTurnIndex.Add(index);
  477. //先翻开牌面
  478. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  479. //item.m_t1.Play();
  480. item.m_t2.Play();
  481. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  482. // 点击特效
  483. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  484. // 翻开特效
  485. switch (itemCfg.rarity)
  486. {
  487. case 1:
  488. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  489. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  490. break;
  491. case 2:
  492. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  493. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  494. break;
  495. case 3:
  496. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  497. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  498. break;
  499. case 4:
  500. _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
  501. _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
  502. break;
  503. case 5:
  504. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  505. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  506. break;
  507. }
  508. item.m_comIcon.m_t0.Play();
  509. _recordOpenIndex.Add(index);
  510. UI_LuckyBoxBonusShowItem.ProxyEnd();
  511. }
  512. }
  513. private void HideOtherShowWindow()
  514. {
  515. ViewManager.Hide<SuitItemView>();
  516. ViewManager.Hide<GetSuitItemVIew>();
  517. ViewManager.Hide<LuckyBoxNewDressView>();
  518. ViewManager.Hide<LuckyBoxNewCardView>();
  519. }
  520. private void SetAnimationWait()
  521. {
  522. _AnimationWait = true;
  523. }
  524. }
  525. }