BattlePassTaskView.cs 10 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using ET;
  4. using FairyGUI;
  5. using UI.Task;
  6. namespace GFGGame
  7. {
  8. public class BattlePassTaskView : BaseWindow
  9. {
  10. private UI_BattlePassRewardUI _ui;
  11. private List<BattlePassCfg> _rewardCfgs;
  12. public override void Dispose()
  13. {
  14. if (_ui != null)
  15. {
  16. _ui.Dispose();
  17. _ui = null;
  18. }
  19. base.Dispose();
  20. }
  21. protected override void OnInit()
  22. {
  23. base.OnInit();
  24. packageName = UI_BattlePassRewardUI.PACKAGE_NAME;
  25. _ui = UI_BattlePassRewardUI.Create();
  26. viewCom = _ui.target;
  27. isfullScreen = true;
  28. clickBlankToClose = false;
  29. _ui.m_btnOpen.onClick.Add(OnBtnOpenClick);
  30. _ui.m_btnBuyLevel.onClick.Add(OnBtnBuyLevel);
  31. _ui.m_btnGetAll.onClick.Add(OnBtnGetAllClick);
  32. _ui.m_RewardList.itemRenderer = ListBoxRewardItemRender;
  33. _ui.m_RewardList.SetVirtual();
  34. _ui.m_SpecialReward.m_RewardList.itemRenderer = SpecialRewardRender;
  35. }
  36. protected override void OnHide()
  37. {
  38. base.OnHide();
  39. Timers.inst.Remove(UpdateTime);
  40. }
  41. protected override void OnShown()
  42. {
  43. base.OnShown();
  44. oldLevel = 0;
  45. SetSeasonLeftTime();
  46. SetBattlePassLevel();
  47. SetOpenBattlePassBtnStatus();
  48. FreshSpecialReward(oldLevel);
  49. var battlePassCfgs =
  50. BattlePassCfgArray.Instance.GetCfgsByid(BattlePassTaskDataManager.Instance.GetSeasonId());
  51. var minLevel =
  52. (from battlePassCfg in battlePassCfgs
  53. let state = BattlePassTaskDataManager.Instance.GetRewardState(battlePassCfg.level)
  54. where battlePassCfg.level != 0 && state != 2
  55. select battlePassCfg.level).FirstOrDefault();
  56. // var index = _ui.m_RewardList.ItemIndexToChildIndex(minLevel - 1);
  57. _ui.m_RewardList.ScrollToView(minLevel - 1);
  58. }
  59. protected override void AddEventListener()
  60. {
  61. base.AddEventListener();
  62. //监听通行证等级变化
  63. EventAgent.AddEventListener(ConstMessage.BATTLEPASS_LEVEL_CHANGE, SetBattlePassLevel);
  64. }
  65. protected override void RemoveEventListener()
  66. {
  67. base.RemoveEventListener();
  68. EventAgent.RemoveEventListener(ConstMessage.BATTLEPASS_LEVEL_CHANGE, SetBattlePassLevel);
  69. }
  70. //开启通行证
  71. private void OnBtnOpenClick(EventContext context)
  72. {
  73. ViewManager.Show<OpenBattlePassView>(null, new object[] { typeof(BattlePassTaskView).FullName, null });
  74. }
  75. private void OnBtnBuyLevel(EventContext context)
  76. {
  77. ViewManager.Show<BuyBattlePassLevelView>(null, new object[] { typeof(BattlePassTaskView).FullName, null });
  78. }
  79. //领取奖励
  80. private async void OnBtnGetClick(EventContext context)
  81. {
  82. if (!(context.sender is GObject obj)) return;
  83. var id = (int)obj.data;
  84. var get = await BattlePassTaskSProxy.GetBattlePassReward(id);
  85. if (!get) return;
  86. SetBattlePassLevel();
  87. }
  88. //继续领取
  89. private async void OnBtnContinueClick(EventContext context)
  90. {
  91. if (!(context.sender is GObject obj)) return;
  92. var id = (int)obj.data;
  93. var get = await BattlePassTaskSProxy.GetBattlePassReward(id);
  94. if (!get) return;
  95. SetBattlePassLevel();
  96. }
  97. //领取全部奖励
  98. private async void OnBtnGetAllClick(EventContext context)
  99. {
  100. var get = await BattlePassTaskSProxy.GetAllBattlePassReward();
  101. if (!get) return;
  102. SetBattlePassLevel();
  103. }
  104. //前往
  105. private void OnBtnGoClick(EventContext context)
  106. {
  107. Hide();
  108. var btnGo = context.sender as GObject;
  109. if (btnGo == null) return;
  110. ViewManager.Show($"GFGGame.{btnGo.data}", null, new[] { typeof(TaskView).FullName, viewData }, true);
  111. }
  112. private void ListBoxRewardItemRender(int index, GObject obj)
  113. {
  114. var item = UI_BattlePassRewardItem.Proxy(obj);
  115. var level = index + 1;
  116. //这里跳过为0的第一个配置
  117. var battlePassCfg = _rewardCfgs[level];
  118. //设置等级
  119. item.m_Level.text = battlePassCfg.level.ToString();
  120. //设置奖励
  121. var bonusNormalArr = battlePassCfg.bonusNormalArr;
  122. if (bonusNormalArr != null && bonusNormalArr.Length > 0)
  123. {
  124. var itemData = ItemUtil.createItemData(bonusNormalArr[0]);
  125. item.m_NormalReward.data ??= new ItemView(item.m_NormalReward);
  126. (item.m_NormalReward.data as ItemView)?.SetData(itemData);
  127. (item.m_NormalReward.data as ItemView)?.ChangeTxtCountStyle();
  128. }
  129. if (item.m_RewardList.data == null)
  130. {
  131. item.m_RewardList.itemRenderer = SpecialRewardRender;
  132. }
  133. item.m_RewardList.data = battlePassCfg.bonusSpecialArr;
  134. item.m_RewardList.numItems = battlePassCfg.bonusSpecialArr.Length;
  135. //获取玩家当前的通行证等级
  136. var state = BattlePassTaskDataManager.Instance.GetRewardState(level);
  137. //设置按钮状态
  138. SetBtnState(item, battlePassCfg.level, state);
  139. item.target.data = battlePassCfg;
  140. UI_BattlePassRewardItem.ProxyEnd();
  141. FreshSpecialReward(level);
  142. }
  143. //SpecialRewardRender
  144. private static void SpecialRewardRender(int index, GObject obj)
  145. {
  146. var parentData = (int[][])obj.parent.data;
  147. var itemInfo = parentData[index];
  148. var itemData = ItemUtil.createItemData(itemInfo);
  149. obj.data ??= new ItemView(obj as GComponent);
  150. (obj.data as ItemView)?.SetData(itemData);
  151. (obj.data as ItemView)?.ChangeTxtCountStyle();
  152. }
  153. //根据状态设置按钮
  154. private void SetBtnState(UI_BattlePassRewardItem item, int id, int state)
  155. {
  156. item.m_c1.selectedIndex = state;
  157. if (item.m_GetRewardBt.data == null)
  158. {
  159. item.m_GetRewardBt.onClick.Add(OnBtnGetClick);
  160. }
  161. item.m_GetRewardBt.data = id;
  162. //继续领取
  163. if (item.m_ContinueBt.data == null)
  164. {
  165. item.m_ContinueBt.onClick.Add(OnBtnContinueClick);
  166. }
  167. item.m_ContinueBt.data = id;
  168. //前往
  169. if (item.m_ComeBt.data == null)
  170. {
  171. item.m_ComeBt.onClick.Add(OnBtnGoClick);
  172. }
  173. item.m_ComeBt.data = id;
  174. }
  175. //设置赛季剩余时间
  176. private void SetSeasonLeftTime()
  177. {
  178. //获取赛季结束时间
  179. Timers.inst.Add(1, 0, UpdateTime);
  180. }
  181. //UpdateTime
  182. private void UpdateTime(object param)
  183. {
  184. var seasonEndTime = BattlePassTaskDataManager.Instance.GetSeasonEndTime();
  185. var leftTime = seasonEndTime - TimeHelper.ServerNow();
  186. if (leftTime <= 0)
  187. {
  188. Timers.inst.Remove(UpdateTime);
  189. return;
  190. }
  191. _ui.m_LeftTime.text = TimeUtil.FormattingTime(TimeHelper.ServerNow(), seasonEndTime);
  192. }
  193. private void SetBattlePassLevel()
  194. {
  195. //获取玩家当前的通行证等级
  196. var dataManager = BattlePassTaskDataManager.Instance;
  197. var battlePassLevel = dataManager.GetBattlePassLevel();
  198. var seasonId = dataManager.GetSeasonId();
  199. var uiExpProcess = _ui.m_LevelProcess;
  200. uiExpProcess.m_Level.text = battlePassLevel.ToString();
  201. //获取当前等级的经验
  202. var battlePassCfg =
  203. BattlePassCfgArray.Instance.GetCfgByidAndlevel(seasonId, dataManager.GetBattlePassLevel());
  204. uiExpProcess.target.max = battlePassCfg.value;
  205. uiExpProcess.target.value = dataManager.GetBattlePassExp();
  206. uiExpProcess.m_NumProcess.SetVar("value", dataManager.GetBattlePassExp().ToString())
  207. .SetVar("maxValue", battlePassCfg.value.ToString()).FlushVars();
  208. //刷新奖励列表
  209. _rewardCfgs = new List<BattlePassCfg>(BattlePassCfgArray.Instance.GetCfgsByid(seasonId));
  210. //去掉第一个为0的配置
  211. _ui.m_RewardList.numItems = _rewardCfgs.Count - 1;
  212. }
  213. private void SetOpenBattlePassBtnStatus()
  214. {
  215. //通行证是否购买
  216. var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  217. _ui.m_c1.selectedIndex = isBuy ? 1 : 0;
  218. }
  219. private int oldLevel;
  220. //刷新特别大奖展示
  221. private void FreshSpecialReward(int level)
  222. {
  223. var battlePassCfg = BattlePassTaskDataManager.Instance.GetSpecialCfg(level);
  224. var uiBattlePassReward = _ui.m_SpecialReward;
  225. if (battlePassCfg == null)
  226. {
  227. uiBattlePassReward.target.visible = false;
  228. return;
  229. }
  230. var newLeve = battlePassCfg.level;
  231. if (newLeve == oldLevel) return;
  232. oldLevel = newLeve;
  233. uiBattlePassReward.target.visible = true;
  234. uiBattlePassReward.m_Level.text = newLeve.ToString();
  235. //设置奖励
  236. var bonusNormalArr = battlePassCfg.bonusNormalArr;
  237. if (bonusNormalArr != null && bonusNormalArr.Length > 0)
  238. {
  239. var itemData = ItemUtil.createItemData(bonusNormalArr[0]);
  240. var item = new ItemView(uiBattlePassReward.m_NormalReward);
  241. item.SetData(itemData);
  242. item.ChangeTxtCountStyle();
  243. }
  244. uiBattlePassReward.m_RewardList.data = battlePassCfg.bonusSpecialArr;
  245. uiBattlePassReward.m_RewardList.numItems = battlePassCfg.bonusSpecialArr.Length;
  246. }
  247. }
  248. }