ActivityZCJBRewardView.cs 6.2 KB

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  1. using FairyGUI;
  2. using UI.ActivityMain;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using ET;
  6. using UnityEngine;
  7. using System;
  8. namespace GFGGame
  9. {
  10. public class ActivityZCJBRewardView : BaseWindow
  11. {
  12. private UI_ActivityZCJBRewardUI _ui;
  13. private List<ActivityDressCfg> zcjbCfgList = new List<ActivityDressCfg>();
  14. private int lastGotIndex;
  15. public override void Dispose()
  16. {
  17. if (_ui != null)
  18. {
  19. _ui.Dispose();
  20. _ui = null;
  21. }
  22. base.Dispose();
  23. }
  24. protected override void OnInit()
  25. {
  26. base.OnInit();
  27. packageName = UI_ActivityZCJBRewardUI.PACKAGE_NAME;
  28. _ui = UI_ActivityZCJBRewardUI.Create();
  29. this.viewCom = _ui.target;
  30. isfullScreen = true;
  31. modal = true;
  32. _ui.m_back.onClick.Add(this.Hide);
  33. _ui.m_backBtn.onClick.Add(this.Hide);
  34. _ui.m_List.itemRenderer = RenderRewardList;
  35. }
  36. protected override void OnShown()
  37. {
  38. base.OnShown();
  39. UpdateList();
  40. int activityId = ActivityDataManager.Instance.GetCurOpenActiveByType(17);
  41. zcjbCfgList = ActivityDressCfgArray.Instance.GetCfgsByactivityId(activityId);
  42. _ui.m_List.numItems = zcjbCfgList.Count;
  43. _ui.m_List.ScrollToView(Mathf.Max(0, ActivityDataManager.Instance.ActivityZCJBList.Count - 1), false, true);
  44. }
  45. protected override void OnHide()
  46. {
  47. base.OnHide();
  48. }
  49. private void RenderRewardList(int index, GObject obj)
  50. {
  51. UI_ActivityRewardItemUI item = UI_ActivityRewardItemUI.Proxy(obj);
  52. ItemCfg costItem = ItemCfgArray.Instance.GetCfg(zcjbCfgList[index].comsumeArr[0][0]);
  53. ItemData numItem;
  54. long num;
  55. if (BagDataManager.Instance.GetBagData().TryGetValue(zcjbCfgList[index].comsumeArr[0][0], out numItem))
  56. {
  57. num = numItem.num;
  58. }
  59. else
  60. {
  61. num = 0;
  62. }
  63. //根据状态修改
  64. if (index < ActivityDataManager.Instance.ActivityZCJBList.Count)
  65. {
  66. item.m_RewardBtn.m_c1.selectedIndex = 2;
  67. RedDotController.Instance.SetComRedDot(item.m_RewardBtn.target, false);
  68. }
  69. else
  70. {
  71. item.m_RewardBtn.m_c1.selectedIndex = 0;
  72. RedDotController.Instance.SetComRedDot(item.m_RewardBtn.target, false);
  73. //设置锁的样式
  74. }
  75. if(index == ActivityDataManager.Instance.ActivityZCJBList.Count)
  76. {
  77. if(num >= zcjbCfgList[index].comsumeArr[0][1])
  78. {
  79. item.m_RewardBtn.m_c1.selectedIndex = 1;
  80. RedDotController.Instance.SetComRedDot(item.m_RewardBtn.target, true);
  81. }
  82. else
  83. {
  84. item.m_RewardBtn.m_c1.selectedIndex = 3;
  85. RedDotController.Instance.SetComRedDot(item.m_RewardBtn.target, false);
  86. }
  87. }
  88. //
  89. item.m_rewardName.text = "使用" + costItem.name + "*"+ zcjbCfgList[index].comsumeArr[0][1] + "兑换";
  90. if (item.m_RewardBtn.target.data == null)
  91. {
  92. item.m_RewardBtn.target.onClick.Add(OnClickRewardBtn);
  93. }
  94. item.m_RewardBtn.target.data = index + 1;
  95. if(item.m_List.data == null)
  96. {
  97. item.m_List.itemRenderer = RenderRewardItemList;
  98. }
  99. item.m_List.data = zcjbCfgList[index].bonusArr;
  100. item.m_List.numItems = zcjbCfgList[index].bonusArr.Length;
  101. //最后一档特殊处理
  102. //if(index == zcjbCfgList.Length - 1)
  103. //{
  104. // item.m_rewardNum.visible = true;
  105. // int numChange = GameGlobal.myNumericComponent.GetAsInt(NumericType.ActivityDressLastGearRewrdNum);
  106. // item.m_rewardNum.text = string.Format("已兑换次数:{0}/{1}", numChange, 50);
  107. // RedDotController.Instance.SetComRedDot(item.m_RewardBtn.target, false);
  108. //}
  109. //else
  110. {
  111. item.m_rewardNum.visible = false;
  112. }
  113. UI_ActivityRewardItemUI.ProxyEnd();
  114. }
  115. private async void OnClickRewardBtn(EventContext context)
  116. {
  117. if (!(context.sender is GObject btnGet)) return;
  118. int itemCfg = (int)btnGet.data;
  119. UI_ActivityRewardItemUI item = UI_ActivityRewardItemUI.Proxy(_ui.m_List.GetChildAt(itemCfg - 1));
  120. if (item.m_RewardBtn.m_c1.selectedIndex == 1)
  121. {
  122. bool result = await ActivitySProxy.ReqActivityZCJBReward(5006, itemCfg);
  123. if (!result) return;
  124. GetSuitItemController.TryShow(0);
  125. EventAgent.DispatchEvent(ConstMessage.RED_CHANGE);
  126. UI_ActivityRewardItemUI.ProxyEnd();
  127. _ui.m_List.numItems = zcjbCfgList.Count;
  128. UpdateList();
  129. }
  130. else if (item.m_RewardBtn.m_c1.selectedIndex == 0)
  131. {
  132. PromptController.Instance.ShowFloatTextPrompt("请优先兑换前置物品!");
  133. }
  134. else if (item.m_RewardBtn.m_c1.selectedIndex == 3)
  135. {
  136. PromptController.Instance.ShowFloatTextPrompt("数量不够!");
  137. }
  138. }
  139. private void RenderRewardItemList(int index, GObject obj)
  140. {
  141. var rewards = (int[][])obj.parent.data;
  142. ItemUtil.CreateItemView(rewards[index], obj as GComponent);
  143. }
  144. private void UpdateList()
  145. {
  146. ItemData numItem;
  147. long num;
  148. if (BagDataManager.Instance.GetBagData().TryGetValue(zcjbCfgList[0].comsumeArr[0][0], out numItem))
  149. {
  150. num = numItem.num;
  151. }
  152. else
  153. {
  154. num = 0;
  155. }
  156. ItemCfg item = ItemCfgArray.Instance.GetCfg(zcjbCfgList[0].comsumeArr[0][0]);
  157. _ui.m_num.text = item.name+ ":" + num;
  158. }
  159. }
  160. }