ActivityWanShiLiView.cs 9.9 KB

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  1. using ET;
  2. using FairyGUI;
  3. using System;
  4. using System.Collections.Generic;
  5. using UI.ActivityWanShiLi;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class ActivityWanShiLiView : BaseWindow
  10. {
  11. private UI_ActivityWanShiLiUI _ui;
  12. private int _minProgressOffset = 11;
  13. private int _maxProgressOffset = -11;
  14. private ActivityInfo _activityInfo;
  15. private ActivityRecharge2Cfg[] _rechargeCfgs;
  16. public override void Dispose()
  17. {
  18. if (_ui != null)
  19. {
  20. _ui.Dispose();
  21. _ui = null;
  22. }
  23. base.Dispose();
  24. }
  25. protected override void OnInit()
  26. {
  27. base.OnInit();
  28. packageName = UI_ActivityWanShiLiUI.PACKAGE_NAME;
  29. _ui = UI_ActivityWanShiLiUI.Create();
  30. this.viewCom = _ui.target;
  31. this.viewCom.Center();
  32. this.modal = true;
  33. viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
  34. _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
  35. _rechargeCfgs = ActivityRecharge2CfgArray.Instance.GetCfgsByactivityId(_activityInfo.ActivityId).ToArray();
  36. InitProgressValueList();
  37. InitReward();
  38. _ui.m_btnBack.onClick.Add(Hide);
  39. }
  40. protected override void AddEventListener()
  41. {
  42. base.AddEventListener();
  43. EventAgent.AddEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
  44. EventAgent.AddEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
  45. }
  46. protected override void RemoveEventListener()
  47. {
  48. base.RemoveEventListener();
  49. EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
  50. EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
  51. }
  52. protected override void OnShown()
  53. {
  54. base.OnShown();
  55. UpdateView();
  56. UpdateTime(null);
  57. Timers.inst.Add(1, 0, UpdateTime);
  58. }
  59. protected override void OnHide()
  60. {
  61. base.OnHide();
  62. Timers.inst.Remove(UpdateTime);
  63. }
  64. private int[] _progressValuePart;
  65. private int _partNum = 4;
  66. /// <summary>
  67. /// 计算奖励的分段列表
  68. /// </summary>
  69. private void InitProgressValueList()
  70. {
  71. if(_rechargeCfgs.Length == 0)
  72. {
  73. return;
  74. }
  75. _progressValuePart = new int[_partNum];
  76. _ui.m_progress.target.max = _rechargeCfgs[_rechargeCfgs.Length - 1].value;
  77. int max = (int)_ui.m_progress.target.max;
  78. int average = (int)Mathf.Ceil((float)(_ui.m_progress.target.max / (_partNum - 1)));
  79. _progressValuePart[0] = 0;
  80. _progressValuePart[_partNum - 1] = max;
  81. for (int i = 1; i < _partNum - 1; i++)
  82. {
  83. _progressValuePart[i] = i * average;
  84. }
  85. }
  86. /// <summary>
  87. /// 初始化奖励的UI
  88. /// </summary>
  89. private void InitReward()
  90. {
  91. if (_rechargeCfgs.Length == 0)
  92. {
  93. return;
  94. }
  95. for (int i = 0; i < _partNum; i++)
  96. {
  97. GObject gift = _ui.target.GetChild("DBGiftItem" + i);
  98. // 大奖icon
  99. UI_item item = UI_item.Proxy(gift);
  100. item.m_icon.url = ResPathUtil.GetIconPath(ItemCfgArray.Instance.GetCfg(_rechargeCfgs[i].bonusArr[0][0]));
  101. gift.data = _rechargeCfgs[i].bonusArr[0][0];
  102. UI_item.ProxyEnd();
  103. // 进度条分段值Text
  104. GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
  105. UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
  106. bonus.m_count.text = _rechargeCfgs[i].value.ToString();
  107. UI_ComProBonus2.ProxyEnd();
  108. }
  109. }
  110. private void UpdateProgress()
  111. {
  112. int max = (int)_ui.m_progress.target.max;
  113. long count = _activityInfo.CountValue;
  114. int index = 1;
  115. // 确定count的区间
  116. if (count == 0 || count >= max)
  117. {
  118. _ui.m_progress.target.value = Mathf.Min(count, max);
  119. index = (count == 0 ? 0 : _partNum - 1);
  120. }
  121. else
  122. {
  123. for (; index < _progressValuePart.Length; index++)
  124. {
  125. if (count < _progressValuePart[index])
  126. {
  127. --index;
  128. break;
  129. }
  130. }
  131. // 计算进度条最小取值和最大取值,避免因为图标遮挡造成视觉错误
  132. int minProgressValue = _progressValuePart[index] + _minProgressOffset;
  133. int maxProgressValue = _progressValuePart[index + 1] + _maxProgressOffset;
  134. if (count == _progressValuePart[index] || count == _progressValuePart[index + 1])
  135. {
  136. _ui.m_progress.target.value = count;
  137. }
  138. else
  139. {
  140. _ui.m_progress.target.value = Mathf.Clamp(count, minProgressValue, maxProgressValue);
  141. }
  142. }
  143. // 检测玩家是否领取奖励
  144. UpdateRewardState(index);
  145. }
  146. private void UpdateTime(object param)
  147. {
  148. long curTime = TimeHelper.ServerNow();
  149. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
  150. if (activityInfo != null)
  151. {
  152. long endTime = activityInfo.EndTime;
  153. _ui.m_txtTime.text = TimeUtil.FormattingTimeTo_DDHHmm(endTime - curTime);
  154. }
  155. }
  156. private void UpdateView()
  157. {
  158. _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
  159. UpdateProgress();
  160. }
  161. private struct GetState
  162. {
  163. public int rewardID;
  164. public bool canGet;
  165. }
  166. /// <summary>
  167. /// 更新奖励状态
  168. /// </summary>
  169. /// <param name="index">玩家可领取的最大奖励index</param>
  170. private void UpdateRewardState(int index)
  171. {
  172. if (_rechargeCfgs.Length == 0)
  173. {
  174. return;
  175. }
  176. for (int i = 0; i < _partNum; i++)
  177. {
  178. GObject gift = _ui.target.GetChild("DBGiftItem" + i);
  179. bool arrive = (i <= index);
  180. GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
  181. UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
  182. // 下方礼物icon加上data
  183. bonus.target.data = new GetState
  184. {
  185. rewardID = _rechargeCfgs[i].id,
  186. canGet = arrive
  187. };
  188. UI_item item = UI_item.Proxy(gift);
  189. item.m_c1.SetSelectedIndex(0);
  190. // 大奖icon加上data
  191. item.target.data = new GetState
  192. {
  193. rewardID = _rechargeCfgs[i].id,
  194. canGet = arrive
  195. };
  196. // 玩家已经达到的奖励
  197. if (arrive)
  198. {
  199. // 已领
  200. if (_activityInfo.GetRewards.IndexOf(_rechargeCfgs[i].id) >= 0)
  201. {
  202. item.m_c1.SetSelectedIndex(1);
  203. bonus.m_state.SetSelectedIndex(2);
  204. bonus.target.touchable = false;
  205. item.target.touchable = false;
  206. // 隐藏红点
  207. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
  208. RedDotController.Instance.SetComRedDot(item.target, false);
  209. }
  210. // 未领
  211. else
  212. {
  213. bonus.m_state.SetSelectedIndex(0);
  214. bonus.target.touchable = true;
  215. item.target.touchable = true;
  216. // 显示红点
  217. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, true);
  218. RedDotController.Instance.SetComRedDot(item.target, true);
  219. }
  220. }
  221. else
  222. {
  223. bonus.target.touchable = true;
  224. item.target.touchable = true;
  225. bonus.m_state.SetSelectedIndex(1);
  226. // 隐藏红点
  227. RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
  228. RedDotController.Instance.SetComRedDot(item.target, false);
  229. }
  230. progressItem.onClick.Set(OnGiftClick);
  231. item.target.onClick.Set(OnGiftClick);
  232. UI_ComProBonus2.ProxyEnd();
  233. UI_item.ProxyEnd();
  234. }
  235. }
  236. /// <summary>
  237. /// 点击最下方的礼物icon
  238. /// </summary>
  239. /// <param name="eventContext"></param>
  240. private void OnGiftClick(EventContext eventContext)
  241. {
  242. GObject gObject = eventContext.sender as GObject;
  243. GetState getState = (GetState)(gObject.data);
  244. if (getState.canGet)
  245. {
  246. ActivityGlobalSProxy.ReqGetActivityBonus(_activityInfo.ActivityId, getState.rewardID).Coroutine();
  247. }
  248. else
  249. {
  250. // 显示奖励详细列表
  251. ViewManager.Show<GiftDetailView>(getState.rewardID, ViewManager.GetGoBackDatas(typeof(ActivityWanShiLiView).FullName));
  252. }
  253. }
  254. }
  255. }