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. bool _touchLoaBg = true; //防止点击背景事件太快
  24. private EffectUI _effectUI1;
  25. private EffectUI _effectUI2;
  26. private EffectUI _effectUI3;
  27. private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
  28. public override void Dispose()
  29. {
  30. EffectUIPool.Recycle(_effectUI1);
  31. _effectUI1 = null;
  32. EffectUIPool.Recycle(_effectUI2);
  33. _effectUI2 = null;
  34. EffectUIPool.Recycle(_effectUI3);
  35. _effectUI3 = null;
  36. for (int key = 0; key < _effListTen.Count; key++)
  37. {
  38. if (_effListTen.ContainsKey(key))
  39. {
  40. for (int key1 = 0; key1 < _effListTen[key].Count; key1++)
  41. {
  42. if (_effListTen[key].ContainsKey(key1))
  43. {
  44. EffectUIPool.Recycle(_effListTen[key][key1]);
  45. _effListTen[key][key1] = null;
  46. }
  47. }
  48. }
  49. }
  50. _effListTen.Clear();
  51. for (int key = 0; key < _effList.Count; key++)
  52. {
  53. if (_effList.ContainsKey(key))
  54. {
  55. EffectUIPool.Recycle(_effList[key]);
  56. _effList[key] = null;
  57. }
  58. }
  59. _effList.Clear();
  60. if (_ui != null)
  61. {
  62. _ui.Dispose();
  63. _ui = null;
  64. }
  65. base.Dispose();
  66. }
  67. protected override void OnInit()
  68. {
  69. base.OnInit();
  70. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  71. _ui = UI_LuckBoxBonusShowUI.Create();
  72. this.viewCom = _ui.target;
  73. isfullScreen = true;
  74. _ui.m_loaBg.onClick.Add(OnClickLoaBg);
  75. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  76. _ui.m_BtnPass.onClick.Add(OnClickBtnPass);
  77. UpdateEffect();
  78. }
  79. private void UpdateEffect()
  80. {
  81. _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holder_star, "ui_LuckyBox", "bg_liuxing");
  82. _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holder_bg, "ui_LuckyBox", "CK_UI");
  83. _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holder_cloud, "ui_LuckyBox", "bg_cloud");
  84. }
  85. protected override void AddEventListener()
  86. {
  87. base.AddEventListener();
  88. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  89. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  90. EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  91. }
  92. protected override void RemoveEventListener()
  93. {
  94. base.RemoveEventListener();
  95. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
  96. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
  97. EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_SHOW_VIEW_CLOSE, OthershowViewClose);
  98. }
  99. protected void OthershowViewClose()
  100. {
  101. _ui.m_touchFlipOpen.touchable = false;
  102. }
  103. protected void ReferNextShow()
  104. {
  105. if (GetSuitItemController.isAuto)
  106. return;
  107. int suitId = 0;
  108. if(_itemIdList.ContainsKey(_chooseIndex))
  109. suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[_chooseIndex]);
  110. if (_chooseIndex != -1 && suitId > 0)
  111. ClickItem(_chooseIndex);
  112. else
  113. {
  114. if (_handClick)
  115. {
  116. _handClick = false;
  117. _ui.m_touchFlipOpen.touchable = false;
  118. }
  119. }
  120. }
  121. protected override void OnShown()
  122. {
  123. base.OnShown();
  124. _rewardList.AddRange(this.viewData as List<ItemData>);
  125. _itemIdList.Clear();
  126. _itemObjList.Clear();
  127. _recordOpenIndex.Clear();
  128. _recordTurnIndex.Clear();
  129. _ui.m_BtnPass.visible = true;
  130. _ui.m_touchFlipOpen.touchable = false;
  131. GetSuitItemController.isAuto = false;
  132. if (_rewardList.Count == 1)
  133. {
  134. _ui.m_c1.selectedIndex = 0;
  135. UpdateItem(_ui.m_itemOne.target, 0, 1);
  136. }
  137. else
  138. {
  139. _ui.m_c1.selectedIndex = 1;
  140. for (int i = 0; i < _rewardList.Count; i++)
  141. {
  142. UpdateItem(_ui.target.GetChild("item" + i).asCom, i, 10);
  143. }
  144. }
  145. }
  146. protected override void OnHide()
  147. {
  148. _rewardList.Clear();
  149. base.OnHide();
  150. Timers.inst.Remove(UpDataTime);
  151. Timers.inst.Remove(UpClickDataTime);
  152. Timers.inst.Remove(touchFlipOpen);
  153. GetSuitItemController.isAuto = false;
  154. foreach (var v in _effectUIDic)
  155. {
  156. EffectUIPool.Recycle(v.Value);
  157. }
  158. _effectUIDic.Clear();
  159. EventAgent.DispatchEvent(ConstMessage.LUCKY_BOX_BONUS_VIEW_CLOSE);
  160. }
  161. private void UpdateItem(GComponent com, int index, int countType)
  162. {
  163. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  164. ItemData itemData = _rewardList[index];
  165. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  166. item.m_comIcon.m_c1.selectedIndex = itemCfg.rarity;
  167. item.m_comIcon.m_txtName.text = itemCfg.name;
  168. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  169. item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
  170. item.m_comIcon.m_t1.Play();
  171. // 圆盘出现时等待玩家点击的特效
  172. switch (itemCfg.rarity)
  173. {
  174. case 1:
  175. break;
  176. case 2:
  177. break;
  178. case 3:
  179. _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
  180. break;
  181. case 4:
  182. _effectUIDic.Add("CK_Loop_Wait_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
  183. break;
  184. case 5:
  185. _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
  186. break;
  187. }
  188. //带特效的处理先注释
  189. //item.m_comIcon.m_holder.visible = false;
  190. //item.m_comIcon.m_holder1.visible = false;
  191. //if (itemCfg.rarity > 2) {
  192. // string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
  193. // GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
  194. // holder.visible = true;
  195. // if (countType == 10 && (!_effListTen.ContainsKey(index) ||
  196. // ((itemCfg.rarity == 3 && !_effListTen[index].ContainsKey(0)) || (itemCfg.rarity == 4 && !_effListTen[index].ContainsKey(1)))))
  197. // {
  198. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  199. // if (!_effListTen.ContainsKey(index))
  200. // {
  201. // Dictionary<int, EffectUI> effectList = new Dictionary<int, EffectUI>();
  202. // if (itemCfg.rarity == 3)
  203. // effectList.Add(0, _effectUI);
  204. // else if (itemCfg.rarity == 4)
  205. // effectList.Add(1, _effectUI);
  206. // _effListTen.Add(index, effectList);
  207. // }
  208. // else {
  209. // if (itemCfg.rarity == 3)
  210. // _effListTen[index].Add(0, _effectUI);
  211. // else if (itemCfg.rarity == 4)
  212. // _effListTen[index].Add(1, _effectUI);
  213. // }
  214. // }
  215. // if (countType == 1 &&
  216. // ((itemCfg.rarity == 3 && !_effList.ContainsKey(0)) || (itemCfg.rarity == 4 && !_effList.ContainsKey(1))))
  217. // {
  218. // EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
  219. // if (itemCfg.rarity == 3)
  220. // _effList.Add(0, _effectUI);
  221. // else if (itemCfg.rarity == 4)
  222. // _effList.Add(1, _effectUI);
  223. // }
  224. //}
  225. int count = 0;
  226. bool isFirst = false;
  227. for (int i = 0; i < _rewardList.Count; i++)
  228. {
  229. if (_rewardList[i].id == itemData.id) count++;
  230. if (count == 1 && i == index) isFirst = true;
  231. }
  232. item.m_comIcon.m_imgNew.visible = count == ItemDataManager.GetItemNum(itemData.id) && isFirst;
  233. item.m_t0.Play();
  234. if (item.target.data == null)
  235. {
  236. item.target.onClick.Add(ShowItemTips);
  237. }
  238. item.target.data = index;
  239. _itemIdList.Add(index, itemCfg.id);
  240. _itemObjList.Add(index, com);
  241. UI_LuckyBoxBonusShowItem.ProxyEnd();
  242. }
  243. private void ShowItemTips(EventContext context)
  244. {
  245. GObject obj = context.sender as GObject;
  246. int index = (int)obj.data;
  247. _chooseIndex = index;
  248. HandClickItem(index);
  249. }
  250. private void HandClickItem(int index)
  251. {
  252. _ui.m_touchFlipOpen.touchable = true;
  253. _handClick = true;
  254. ClickItem(index);
  255. //翻牌动画
  256. Timers.inst.Add(1f, 1, UpClickDataTime, index);
  257. }
  258. private void UpClickDataTime(object param = null)
  259. {
  260. int index = (int)param;
  261. Timers.inst.Remove(UpClickDataTime);
  262. if (_recordTurnIndex.Contains(index) && _recordOpenIndex.Contains(index))
  263. {
  264. HideOtherShowWindow();
  265. _ui.m_touchFlipOpen.touchable = false;
  266. }
  267. else
  268. ClickItem(index);
  269. }
  270. void ClickItem(int index)
  271. {
  272. if (_recordOpenIndex.Count >= _rewardList.Count)
  273. _ui.m_BtnPass.visible = false;
  274. if (!_recordOpenIndex.Contains(index))
  275. TurnItem(index);
  276. else
  277. {
  278. if (!_recordTurnIndex.Contains(index))
  279. ShowTurnItem(index);
  280. else
  281. GoodsItemTipsController.ShowItemTips(_itemIdList[index]);
  282. }
  283. }
  284. private void UpDataTimeTouchLoaBg(object param = null)
  285. {
  286. _touchLoaBg = true;
  287. }
  288. private void OnClickLoaBg(EventContext context)
  289. {
  290. if (!_touchLoaBg)
  291. {
  292. return;
  293. }
  294. _touchLoaBg = false;
  295. Timers.inst.Add(0.01f, 1, UpDataTimeTouchLoaBg);
  296. if (_recordOpenIndex.Count >= _rewardList.Count)
  297. {
  298. _chooseIndex = -1;
  299. this.Hide();
  300. }
  301. else
  302. {
  303. for (int index = 0; index < _rewardList.Count; index++)
  304. {
  305. if (!_recordOpenIndex.Contains(index))
  306. {
  307. _chooseIndex = index;
  308. HandClickItem(index);
  309. break;
  310. }
  311. }
  312. }
  313. }
  314. private void OnClickBtnPass()
  315. {
  316. for (int index = 0; index < _rewardList.Count; index++)
  317. {
  318. if (!_recordOpenIndex.Contains(index))
  319. {
  320. int count = 0;
  321. bool isFirst = false;
  322. for (int i = 0; i < _rewardList.Count; i++)
  323. {
  324. if (_rewardList[i].id == _rewardList[index].id) count++;
  325. if (count == 1 && i == index) isFirst = true;
  326. }
  327. bool open = count == ItemDataManager.GetItemNum(_rewardList[index].id) && isFirst;
  328. if (!open)
  329. {
  330. _chooseIndex = -1;
  331. ClickItem(index);
  332. }
  333. }
  334. }
  335. ClickPass();
  336. }
  337. private void ClickPass()
  338. {
  339. GetSuitItemController.isAuto = true;
  340. _ui.m_touchFlipOpen.touchable = true;
  341. _ui.m_BtnPass.visible = false;
  342. for (int i = 0; i < _rewardList.Count; i++)
  343. {
  344. TurnItem(i);
  345. }
  346. //展示获得物品
  347. Timers.inst.Add(LuckyBoxDataManager.ANIMATION_TIME, 0, UpDataTime);
  348. }
  349. private void UpDataTime(object param = null)
  350. {
  351. _ui.m_touchFlipOpen.touchable = true;
  352. if (_recordTurnIndex.Count >= _rewardList.Count)
  353. {
  354. Timers.inst.Remove(UpDataTime);
  355. HideOtherShowWindow();
  356. _ui.m_touchFlipOpen.touchable = false;
  357. GetSuitItemController.isAuto = false;
  358. }
  359. for (int i = 0; i < _rewardList.Count; i++)
  360. {
  361. if (!_recordTurnIndex.Contains(i))
  362. {
  363. ShowTurnItem(i);
  364. break;
  365. }
  366. }
  367. }
  368. //控制展示获得物品界面
  369. private void ShowTurnItem(int index)
  370. {
  371. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  372. if (!_AnimationWait)
  373. return;
  374. if (item.m_comIcon.m_imgNew.visible)
  375. {
  376. _countShow += 1;
  377. //判断是否有套装需要展示
  378. int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(_itemIdList[index]);
  379. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  380. if (suitId > 0 && itemCfg.itemType != ConstItemType.CARD)
  381. {
  382. if (_countShow == 1)
  383. {
  384. ViewManager.Hide<SuitItemView>();
  385. ViewManager.Hide<LuckyBoxNewCardView>();
  386. ViewManager.Hide<GetSuitItemVIew>();
  387. _rewardItemList.Clear();
  388. _rewardItemList.Add(_rewardList[index]);
  389. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  390. }
  391. else
  392. {
  393. ViewManager.Hide<LuckyBoxNewDressView>();
  394. ViewManager.Hide<LuckyBoxNewCardView>();
  395. int count = 0;
  396. int totalCount = 0;
  397. DressUpMenuSuitDataManager.GetSuitProgressBySuitId(suitId, out count, out totalCount);
  398. if (_countShow == 2) //展示进度条界面
  399. {
  400. int countSuitId = 0;
  401. for (int i = index + 1; i < _rewardList.Count; i++)
  402. {
  403. if (_rewardList[i].id != _itemIdList[index]) {
  404. int itemSuitId = SuitCfgArray.Instance.GetSuitIdOfItem(_rewardList[i].id);
  405. if (itemSuitId == suitId)
  406. countSuitId++;
  407. }
  408. }
  409. count = count - countSuitId;
  410. ViewManager.Show<SuitItemView>(new object[] { suitId, countSuitId });
  411. }
  412. else if (_countShow == 3) //展示集齐套装界面
  413. {
  414. ViewManager.Hide<SuitItemView>();
  415. ViewManager.Show<GetSuitItemVIew>(suitId);
  416. _AnimationWait = false;
  417. }
  418. //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)
  419. if (count < totalCount || (count >= totalCount && _countShow > 5))
  420. {
  421. _recordTurnIndex.Add(index);
  422. _countShow = 0;
  423. if (_handClick)
  424. {
  425. _handClick = false;
  426. _ui.m_touchFlipOpen.touchable = false;
  427. }
  428. }
  429. }
  430. }
  431. else
  432. {
  433. //词牌和不是套装进这里
  434. ViewManager.Hide<SuitItemView>();
  435. ViewManager.Hide<LuckyBoxNewCardView>();
  436. ViewManager.Hide<GetSuitItemVIew>();
  437. _rewardItemList.Clear();
  438. _rewardItemList.Add(_rewardList[index]);
  439. ViewManager.Show<LuckyBoxNewDressView>(_rewardItemList);
  440. _recordTurnIndex.Add(index);
  441. _countShow = 0;
  442. Timers.inst.Add(1.5f, 1, touchFlipOpen); //防止点击太快
  443. }
  444. }
  445. else
  446. {
  447. _recordTurnIndex.Add(index);
  448. _ui.m_touchFlipOpen.touchable = false;
  449. }
  450. UI_LuckyBoxBonusShowItem.ProxyEnd();
  451. }
  452. private void touchFlipOpen(object param)
  453. {
  454. Timers.inst.Remove(touchFlipOpen);
  455. _ui.m_touchFlipOpen.touchable = false;
  456. }
  457. private void TurnItem(int index)
  458. {
  459. if (!_recordOpenIndex.Contains(index))
  460. {
  461. // 删除 “等待翻开” 的特效
  462. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
  463. {
  464. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
  465. _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
  466. }
  467. if (_effectUIDic.ContainsKey("CK_Loop_Wait_GS" + index))
  468. {
  469. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
  470. _effectUIDic.Remove("CK_Loop_Wait_GS" + index);
  471. }
  472. if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
  473. {
  474. EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
  475. _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
  476. }
  477. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
  478. if (!item.m_comIcon.m_imgNew.visible)
  479. _recordTurnIndex.Add(index);
  480. //先翻开牌面
  481. item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
  482. //item.m_t1.Play();
  483. item.m_t2.Play();
  484. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
  485. // 点击特效
  486. _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
  487. // 翻开特效
  488. switch (itemCfg.rarity)
  489. {
  490. case 1:
  491. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
  492. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  493. break;
  494. case 2:
  495. _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
  496. _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
  497. break;
  498. case 3:
  499. _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
  500. _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
  501. break;
  502. case 4:
  503. _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
  504. _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
  505. break;
  506. case 5:
  507. _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
  508. _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
  509. break;
  510. }
  511. item.m_comIcon.m_t0.Play();
  512. _recordOpenIndex.Add(index);
  513. UI_LuckyBoxBonusShowItem.ProxyEnd();
  514. }
  515. }
  516. private void HideOtherShowWindow()
  517. {
  518. ViewManager.Hide<SuitItemView>();
  519. ViewManager.Hide<GetSuitItemVIew>();
  520. ViewManager.Hide<LuckyBoxNewDressView>();
  521. ViewManager.Hide<LuckyBoxNewCardView>();
  522. }
  523. private void SetAnimationWait()
  524. {
  525. _AnimationWait = true;
  526. }
  527. }
  528. }