LuckyBoxBonusShowView.cs 24 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, bool> _itemHasNew = new Dictionary<int, bool>();
  16. private Dictionary<int, int> _itemIdList = new Dictionary<int, int>();
  17. private Dictionary<int, GComponent> _itemObjList = new Dictionary<int, GComponent>();
  18. private List<int> _recordOpenIndex = new List<int>(); //记录打开过得item位置
  19. private List<int> _recordTurnIndex = new List<int>(); //记录播放过item位置
  20. private int _chooseIndex = -1; //当前选中的index
  21. private int _countShow = 0; //第几次展示
  22. private bool _handClick = false; //手动点击开启
  23. private bool _AnimationWait = true; //抽卡动画等待加载完毕
  24. bool _touchLoaBg = true; //防止点击背景事件太快
  25. private EffectUI _effectUI1;
  26. private EffectUI _effectUI2;
  27. private EffectUI _effectUI3;
  28. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  29. public override void Dispose()
  30. {
  31. EffectUIPool.Recycle(_effectUI1);
  32. _effectUI1 = null;
  33. EffectUIPool.Recycle(_effectUI2);
  34. _effectUI2 = null;
  35. EffectUIPool.Recycle(_effectUI3);
  36. _effectUI3 = null;
  37. for (int key = 0; key < _effListTen.Count; key++)
  38. {
  39. if (_effListTen.ContainsKey(key))
  40. {
  41. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  42. {
  43. if (_effListTen[key].ContainsKey(key1))
  44. {
  45. EffectUIPool.Recycle(_effListTen[key][key1]);
  46. _effListTen[key][key1] = null;
  47. }
  48. }
  49. }
  50. }
  51. _effListTen.Clear();
  52. for (int key = 0; key < _effList.Count; key++)
  53. {
  54. if (_effList.ContainsKey(key))
  55. {
  56. EffectUIPool.Recycle(_effList[key]);
  57. _effList[key] = null;
  58. }
  59. }
  60. _effList.Clear();
  61. if (_ui != null)
  62. {
  63. _ui.Dispose();
  64. _ui = null;
  65. }
  66. base.Dispose();
  67. }
  68. protected override void OnInit()
  69. {
  70. base.OnInit();
  71. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  72. _ui = UI_LuckBoxBonusShowUI.Create();
  73. this.viewCom = _ui.target;
  74. isfullScreen = true;
  75. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  76. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  77. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  78. UpdateEffect();
  79. }
  80. private void UpdateEffect()
  81. {
  82. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  83. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  84. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  85. }
  86. protected override void AddEventListener()
  87. {
  88. base.AddEventListener();
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  90. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  91. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  92. }
  93. protected override void RemoveEventListener()
  94. {
  95. base.RemoveEventListener();
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  97. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  98. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  99. }
  100. protected void OthershowViewClose()
  101. {
  102. _ui.m_touchFlipOpen.touchable = false;
  103. }
  104. protected void ReferNextShow()
  105. {
  106. if (GetSuitItemController.isAuto)
  107. return;
  108. int suitId = 0;
  109. if(_itemIdList.ContainsKey(_chooseIndex))
  110. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  111. if (_chooseIndex != -1 && suitId > 0)
  112. ClickItem(_chooseIndex);
  113. else
  114. {
  115. if (_handClick)
  116. {
  117. _handClick = false;
  118. _ui.m_touchFlipOpen.touchable = false;
  119. }
  120. }
  121. }
  122. protected override void OnShown()
  123. {
  124. base.OnShown();
  125. _rewardList.AddRange(this.viewData as List<ItemData>);
  126. _itemIdList.Clear();
  127. _itemObjList.Clear();
  128. _recordOpenIndex.Clear();
  129. _recordTurnIndex.Clear();
  130. _itemHasNew.Clear();
  131. _ui.m_BtnPass.visible = true;
  132. _ui.m_touchFlipOpen.touchable = false;
  133. GetSuitItemController.isAuto = false;
  134. if (_rewardList.Count == 1)
  135. {
  136. _ui.m_c1.selectedIndex = 0;
  137. UpdateItem(_ui.m_itemOne.target, 0, 1);
  138. }
  139. else
  140. {
  141. _ui.m_c1.selectedIndex = 1;
  142. for (int i = 0; i < _rewardList.Count; i++)
  143. {
  144. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  145. }
  146. }
  147. }
  148. protected override void OnHide()
  149. {
  150. _rewardList.Clear();
  151. base.OnHide();
  152. Timers.inst.Remove(UpDataTime);
  153. Timers.inst.Remove(UpClickDataTime);
  154. Timers.inst.Remove(touchFlipOpen);
  155. Timers.inst.Remove(UpDataTimeTouchLoaBg);
  156. GetSuitItemController.isAuto = false;
  157. _touchLoaBg = true;
  158. foreach (var v in _effectUIDic)
  159. {
  160. EffectUIPool.Recycle(v.Value);
  161. }
  162. _effectUIDic.Clear();
  163. EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);
  164. }
  165. private void UpdateItem(GComponent com, int index, int countType)
  166. {
  167. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  168. ItemData itemData = _rewardList[index];
  169. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  170. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  171. item.m_comIcon.m_txtName.text = itemCfg.name;
  172. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  173. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  174. item.m_comIcon.m_t1.Play();
  175. // 圆盘出现时等待玩家点击的特效
  176. switch (itemCfg.rarity)
  177. {
  178. case 1:
  179. break;
  180. case 2:
  181. break;
  182. case 3:
  183. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  184. break;
  185. case 4:
  186. _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
  187. break;
  188. case 5:
  189. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  190. break;
  191. }
  192. //带特效的处理先注释
  193. //item.m_comIcon.m_holder.visible = false;
  194. //item.m_comIcon.m_holder1.visible = false;
  195. //if (itemCfg.rarity > 2) {
  196. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  197. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  198. // holder.visible = true;
  199. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  200. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  201. // {
  202. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  203. // if (!_effListTen.ContainsKey(index))
  204. // {
  205. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  206. // if (itemCfg.rarity == 3)
  207. // effectList.Add(0, _effectUI);
  208. // else if (itemCfg.rarity == 4)
  209. // effectList.Add(1, _effectUI);
  210. // _effListTen.Add(index, effectList);
  211. // }
  212. // else {
  213. // if (itemCfg.rarity == 3)
  214. // _effListTen[index].Add(0, _effectUI);
  215. // else if (itemCfg.rarity == 4)
  216. // _effListTen[index].Add(1, _effectUI);
  217. // }
  218. // }
  219. // if (countType == 1 &&
  220. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  221. // {
  222. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  223. // if (itemCfg.rarity == 3)
  224. // _effList.Add(0, _effectUI);
  225. // else if (itemCfg.rarity == 4)
  226. // _effList.Add(1, _effectUI);
  227. // }
  228. //}
  229. int count = 0;
  230. bool isFirst = false;
  231. for (int i = 0; i < _rewardList.Count; i++)
  232. {
  233. if (_rewardList[i].id == itemData.id) count++;
  234. if (count == 1 && i == index) isFirst = true;
  235. }
  236. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  237. if (_itemHasNew.ContainsKey(index))
  238. _itemHasNew[index] = item.m_comIcon.m_imgNew.visible;
  239. else
  240. _itemHasNew.Add(index, item.m_comIcon.m_imgNew.visible);
  241. item.m_t0.Play();
  242. if (item.target.data == null)
  243. {
  244. item.target.onClick.Add(ShowItemTips);
  245. }
  246. item.target.data = index;
  247. _itemIdList.Add(index, itemCfg.id);
  248. _itemObjList.Add(index, com);
  249. UI_LuckyBoxBonusShowItem.ProxyEnd();
  250. }
  251. private void ShowItemTips(EventContext context)
  252. {
  253. GObject obj = context.sender as GObject;
  254. int index = (int)obj.data;
  255. _chooseIndex = index;
  256. HandClickItem(index);
  257. }
  258. private void HandClickItem(int index)
  259. {
  260. _ui.m_touchFlipOpen.touchable = true;
  261. _handClick = true;
  262. ClickItem(index);
  263. //翻牌动画
  264. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  265. }
  266. private void UpClickDataTime(object param = null)
  267. {
  268. int index = (int)param;
  269. Timers.inst.Remove(UpClickDataTime);
  270. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  271. {
  272. HideOtherShowWindow();
  273. _ui.m_touchFlipOpen.touchable = false;
  274. }
  275. else
  276. ClickItem(index);
  277. }
  278. void ClickItem(int index)
  279. {
  280. if (_recordOpenIndex.Count >= _rewardList.Count)
  281. _ui.m_BtnPass.visible = false;
  282. if (!_recordOpenIndex.Contains(index))
  283. TurnItem(index);
  284. else
  285. {
  286. if (!_recordTurnIndex.Contains(index))
  287. ShowTurnItem(index);
  288. else
  289. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  290. }
  291. }
  292. private void UpDataTimeTouchLoaBg(object param = null)
  293. {
  294. _touchLoaBg = true;
  295. }
  296. private void OnClickLoaBg(EventContext context)
  297. {
  298. if (!_touchLoaBg)
  299. {
  300. return;
  301. }
  302. _touchLoaBg = false;
  303. Timers.inst.Add(0.5f, 1, UpDataTimeTouchLoaBg);
  304. if (_recordOpenIndex.Count >= _rewardList.Count)
  305. {
  306. _chooseIndex = -1;
  307. this.Hide();
  308. }
  309. else
  310. {
  311. for (int index = 0; index < _rewardList.Count; index++)
  312. {
  313. if (!_recordOpenIndex.Contains(index))
  314. {
  315. _chooseIndex = index;
  316. HandClickItem(index);
  317. break;
  318. }
  319. }
  320. }
  321. }
  322. private void OnClickBtnPass()
  323. {
  324. for (int index = 0; index < _rewardList.Count; index++)
  325. {
  326. if (!_recordOpenIndex.Contains(index))
  327. {
  328. int count = 0;
  329. bool isFirst = false;
  330. for (int i = 0; i < _rewardList.Count; i++)
  331. {
  332. if (_rewardList[i].id == _rewardList[index].id) count++;
  333. if (count == 1 && i == index) isFirst = true;
  334. }
  335. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  336. if (!open)
  337. {
  338. _chooseIndex = -1;
  339. ClickItem(index);
  340. }
  341. }
  342. }
  343. ClickPass();
  344. }
  345. private void ClickPass()
  346. {
  347. GetSuitItemController.isAuto = true;
  348. _ui.m_touchFlipOpen.touchable = true;
  349. _ui.m_BtnPass.visible = false;
  350. for (int i = 0; i < _rewardList.Count; i++)
  351. {
  352. TurnItem(i);
  353. }
  354. //展示获得物品
  355. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  356. }
  357. private void UpDataTime(object param = null)
  358. {
  359. _ui.m_touchFlipOpen.touchable = true;
  360. if (_recordTurnIndex.Count >= _rewardList.Count)
  361. {
  362. Timers.inst.Remove(UpDataTime);
  363. HideOtherShowWindow();
  364. _ui.m_touchFlipOpen.touchable = false;
  365. GetSuitItemController.isAuto = false;
  366. }
  367. for (int i = 0; i < _rewardList.Count; i++)
  368. {
  369. if (!_recordTurnIndex.Contains(i))
  370. {
  371. ShowTurnItem(i);
  372. break;
  373. }
  374. }
  375. }
  376. //控制展示获得物品界面
  377. private void ShowTurnItem(int index)
  378. {
  379. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  380. if (!_AnimationWait)
  381. return;
  382. if (item.m_comIcon.m_imgNew.visible)
  383. {
  384. _countShow += 1;
  385. //判断是否有套装需要展示
  386. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  387. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  388. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  389. {
  390. if (_countShow == 1)
  391. {
  392. ViewManager.Hide<SuitItemView>();
  393. ViewManager.Hide<LuckyBoxNewCardView>();
  394. ViewManager.Hide<GetSuitItemVIew>();
  395. _rewardItemList.Clear();
  396. _rewardItemList.Add(_rewardList[index]);
  397. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  398. }
  399. else
  400. {
  401. ViewManager.Hide<LuckyBoxNewDressView>();
  402. ViewManager.Hide<LuckyBoxNewCardView>();
  403. int count = 0;
  404. int totalCount = 0;
  405. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  406. if (_countShow == 2) //展示进度条界面
  407. {
  408. int countSuitId = 0;
  409. for (int i = index + 1; i < _rewardList.Count; i++)
  410. {
  411. _itemHasNew.TryGetValue(i, out bool isNew);
  412. if (isNew) { //_rewardList[i].id != _itemIdList[index] &&
  413. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  414. if (itemSuitId == suitId)
  415. countSuitId++;
  416. }
  417. }
  418. count = count - countSuitId;
  419. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  420. }
  421. else if (_countShow == 3) //展示集齐套装界面
  422. {
  423. ViewManager.Hide<SuitItemView>();
  424. ViewManager.Show<GetSuitItemVIew>(suitId);
  425. _AnimationWait = false;
  426. }
  427. //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)
  428. if (count < totalCount || (count >= totalCount && _countShow > 5))
  429. {
  430. _recordTurnIndex.Add(index);
  431. _countShow = 0;
  432. if (_handClick)
  433. {
  434. _handClick = false;
  435. _ui.m_touchFlipOpen.touchable = false;
  436. }
  437. }
  438. }
  439. }
  440. else
  441. {
  442. //词牌和不是套装进这里
  443. ViewManager.Hide<SuitItemView>();
  444. ViewManager.Hide<LuckyBoxNewCardView>();
  445. ViewManager.Hide<GetSuitItemVIew>();
  446. _rewardItemList.Clear();
  447. _rewardItemList.Add(_rewardList[index]);
  448. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  449. _recordTurnIndex.Add(index);
  450. _countShow = 0;
  451. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  452. }
  453. }
  454. else
  455. {
  456. _recordTurnIndex.Add(index);
  457. _ui.m_touchFlipOpen.touchable = false;
  458. }
  459. UI_LuckyBoxBonusShowItem.ProxyEnd();
  460. }
  461. private void touchFlipOpen(object param)
  462. {
  463. Timers.inst.Remove(touchFlipOpen);
  464. _ui.m_touchFlipOpen.touchable = false;
  465. }
  466. private void TurnItem(int index)
  467. {
  468. if (!_recordOpenIndex.Contains(index))
  469. {
  470. // 删除 “等待翻开” 的特效
  471. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  472. {
  473. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  474. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  475. }
  476. if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))
  477. {
  478. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
  479. _effectUIDic.Remove("CK_Loop_Wait_GS" + index);
  480. }
  481. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  482. {
  483. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  484. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  485. }
  486. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  487. if (!item.m_comIcon.m_imgNew.visible)
  488. _recordTurnIndex.Add(index);
  489. //先翻开牌面
  490. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  491. //item.m_t1.Play();
  492. item.m_t2.Play();
  493. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  494. // 点击特效
  495. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  496. // 翻开特效
  497. switch (itemCfg.rarity)
  498. {
  499. case 1:
  500. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  501. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  502. break;
  503. case 2:
  504. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  505. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  506. break;
  507. case 3:
  508. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  509. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  510. break;
  511. case 4:
  512. _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
  513. _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
  514. break;
  515. case 5:
  516. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  517. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  518. break;
  519. }
  520. item.m_comIcon.m_t0.Play();
  521. _recordOpenIndex.Add(index);
  522. UI_LuckyBoxBonusShowItem.ProxyEnd();
  523. }
  524. }
  525. private void HideOtherShowWindow()
  526. {
  527. ViewManager.Hide<SuitItemView>();
  528. ViewManager.Hide<GetSuitItemVIew>();
  529. ViewManager.Hide<LuckyBoxNewDressView>();
  530. ViewManager.Hide<LuckyBoxNewCardView>();
  531. }
  532. private void SetAnimationWait()
  533. {
  534. _AnimationWait = true;
  535. }
  536. }
  537. }