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- local UIGuildWarActivityShopView = require("UIActivity/UIActivityTowerView_Generate")
- local IconItemCtr = require("Common/IconItemCtr")
- local RankBgColorIcon = {"FrameNew/bg_label_red", "FrameNew/bg_label_yellow", "FrameNew/bg_label_purple", "FrameNew/bg_label_blue", "FrameNew/bg_label_green", "FrameNew/bg_label_green"}
- local RankBGColor = {Color(1, 0.76, 0.72, 1), Color(1, 0.86, 0.57, 1), Color(0.98, 0.67, 1, 1), Color(0.65, 0.87, 1, 1), Color(0.66, 0.92, 0.71, 1), Color(0.66, 0.92, 0.71, 1)}
- local BannerPath = 'RankBanner/banner_tower_guildwar_cn'
- local pageToggleData = {}
- local countlimit = 10
- local reward
- function UIGuildWarActivityShopView:OnAwake(data)
- self.controller = require("UIGuildWar/UIGuildWarActivityShopCtr"):new()
- self.controller:Init(self)
- self.controller:SetData(data)
- end
- function UIGuildWarActivityShopView:AddEventListener()
- ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name, UIEventNames.RUNE_SHOP_DATA_CHANGED, self, self.RefreshNew)
- ManagerContainer.LuaEventMgr:RegisterUIEvent(self.uiData.name, UIEventNames.GUILD_WAR_OPEN_STATE_CHANGED, self, self.OnOpenStateChanged)
- end
- function UIGuildWarActivityShopView:FillContent(data, uiBase)
- self.uiBase = uiBase
- local gameObject = self.uiBase:GetRoot()
- if gameObject ~= nil then
- self.gameObject = gameObject
- self.transform = gameObject.transform
- end
- self:InitGenerate(self.transform, data)
- self:Init()
- end
- function UIGuildWarActivityShopView:Init()
- self.rankIdx = 0
- self.controller:InitData()
- self:InitGrid()
- self:InitTopInfo()
- end
- function UIGuildWarActivityShopView:InitGrid()
- self.RankListScroll.loopGridView:InitGridView(0, function(gridView, itemIndex, row, column)
- return self:GetRankItemByRowColumn(gridView, itemIndex, row, column)
- end, nil)
- self.LimitedListScroll.loopGridView:InitGridView(0, function(gridView, itemIndex, row, column)
- return self:GetShopItemByRowColumn(gridView, itemIndex, row, column)
- end, nil)
- self.RankListScroll.loopGridView.ScrollRect.enabled = false
- self.LimitedListScroll.loopGridView.ScrollRect.enabled = false
- self.RankListScroll:SetActive(true)
- self.LimitedListScroll:SetActive(true)
- end
- function UIGuildWarActivityShopView:InitTopInfo()
- self.mapToggle.text.uILocalizeScript:SetContent("RankReward")
- self.rewardsToggle.text.uILocalizeScript:SetContent("GuildWarDiagram31")
- CommonUtil.LoadIcon(self, BannerPath, function (sprite)
- self.banner1.image.sprite = sprite
- end)
- self.btnQuestion:SetActive(false)
- self.timeBox:SetActive(false)
- self.banner1:SetActive(true)
- self.banner2:SetActive(false)
- self.banner3:SetActive(false)
- self.btnGoto:SetActive(false)
- self.btnGetRewards:SetActive(false)
- self.bottom:SetActive(false)
- end
- function UIGuildWarActivityShopView:OnValueChangedToggle(index, needRefresh)
- local rankListState = (pageToggleData.toggleDefaultIndex <= 2)
- local limitedState = (pageToggleData.toggleDefaultIndex == 3)
- self.rankListBox:SetActive(rankListState)
- self.limitedBox:SetActive(limitedState)
- if rankListState then
- local cfgDatas = nil
- if pageToggleData.toggleDefaultIndex == 1 then
- cfgDatas = self.controller:GetGuildsmenRewords()
- elseif pageToggleData.toggleDefaultIndex == 2 then
- cfgDatas = self.controller:GetMvpRewords()
- end
- local num = cfgDatas and #cfgDatas or 0
- if not needRefresh then
- self.RankListScroll.loopGridView:RefreshListByIndex(num, 0)
- else
- self.RankListScroll.loopGridView:RefreshListByIndex(num)
- end
- elseif limitedState then
- self.controller:RefreshCurShopData(true)
- local datas = self.controller:GetShowGoodsDatas()
- local num = datas and #datas or 0
- if not needRefresh then
- self.LimitedListScroll.loopGridView:RefreshListByIndex(num, 0)
- else
- self.LimitedListScroll.loopGridView:RefreshListByIndex(num)
- end
- end
- end
- function UIGuildWarActivityShopView:RefreshNew()
- if pageToggleData.toggleDefaultIndex == 3 then
- self:OnValueChangedToggle(nil, true)
- end
- end
- function UIGuildWarActivityShopView:GetRankItemByRowColumn(gridView, itemIndex, row, column)
- local cfgDatas = nil
- if pageToggleData.toggleDefaultIndex == 1 then
- cfgDatas = self.controller:GetGuildsmenRewords()
- elseif pageToggleData.toggleDefaultIndex == 2 then
- cfgDatas = self.controller:GetMvpRewords()
- end
- if not cfgDatas then
- return nil
- end
- local cfgData = cfgDatas[itemIndex + 1]
- if not cfgData then
- return nil
- end
- local item = gridView:NewListViewItem('RankRewardsItem')
- item.gameObject.name = itemIndex
- local itemLua = CommonUtil.BindGridViewItem2Lua(self, 'RankRewardsItem', item.gameObject)
- itemLua.textName:SetActive(false)
- itemLua.textDsc:SetActive(false)
- itemLua.num:SetActive(false)
- itemLua.textAdvTarget:SetActive(true)
- itemLua.textLowestTarget:SetActive(false)
- itemLua.labelEstimate:SetActive(false)
- itemLua.labelReceived:SetActive(false)
- local rank = nil
- local rankLangKey = nil
- local nameLangKey = nil
- local itemDatas = nil
- if pageToggleData.toggleDefaultIndex == 1 then
- rank = cfgData[1]
- rankLangKey = cfgData[2]
- itemDatas = cfgData[3]
- elseif pageToggleData.toggleDefaultIndex == 2 then
- local type = cfgData[1]
- rank = cfgData[2]
- rankLangKey = cfgData[3]
- itemDatas = cfgData[4]
- if rank == 1 then
- if type == 1 then
- nameLangKey = 'GuildWarDiagram26'
- else
- nameLangKey = 'GuildWarDiagram25'
- end
- elseif rank == 2 then
- if type == 1 then
- nameLangKey = 'GuildWarDiagram28'
- else
- nameLangKey = 'GuildWarDiagram27'
- end
- else
- if type == 1 then
- nameLangKey = 'GuildWarDiagram30'
- else
- nameLangKey = 'GuildWarDiagram29'
- end
- end
- end
- CommonUtil.LoadIcon(self, RankBgColorIcon[rank], function (sprite)
- itemLua.imageLabel.image.sprite = sprite
- end, itemLua, "rankBg")
- itemLua.nameBG.image.color = RankBGColor[rank]
- itemLua.labelRank.text.uILocalizeScript:SetContent(rankLangKey)
- itemLua.textAdvTarget.text.text = nameLangKey and I18N.T(nameLangKey) or ''
- CommonUtil.BatchCreateItemsLoopSpawnPrefabNew1(self, itemDatas, Enum.PrefabNames.IconSmallItem, "IconItem", itemLua.RewardsNode.transform, Enum.ItemIEnterType.Bag, self, self.OnItemClick)
- return item
- end
- function UIGuildWarActivityShopView:GetShopItemByRowColumn(gridView, itemIndex, row, column)
- local datas = self.controller:GetShowGoodsDatas()
- if not datas then return end
- local item = gridView:NewListViewItem('RankShopLimitedItem')
- item.gameObject.name = itemIndex
- local itemLua = CommonUtil.BindGridViewItem2Lua(self, 'RankShopLimitedItem', item.gameObject)
- local data = datas[itemIndex + 1]
- local cfgData = data.cfgData
- CommonUtil.LoadIcon(self, cfgData.Banner, function (sprite)
- itemLua.itemBg.image.sprite = sprite
- end)
- CommonUtil.LoadIcon(self, cfgData.NameImg, function (sprite)
- itemLua.itemText.image.sprite = sprite
- end)
- itemLua.saveLabel.text.text.text = I18N.T( cfgData.ExtraNum)
- itemLua.presentPrice.number.text.text = data.price
- itemLua.labelLimited.textLimited.uILocalizeScript:SetContentAndValues("RushListLimitBuy", {data:GetRemainBuyNum()})
- itemLua.soldout:SetActive(not data:IsCanBuy())
- local itemDatas = {}
- for _,v in pairs(cfgData.Reward) do
- local itemData = {cfgId = v[1], num = v[2]}
- itemDatas[#itemDatas + 1] = itemData
- end
- CommonUtil.BatchCreateItemsLoopSpawnPrefabNew(self, itemDatas, Enum.PrefabNames.RankShopRewardIconItem, itemLua.RewardsNode.transform, Enum.ItemIEnterType.Bag, self, self.OnItemClick)
- self.uiBase:AddButtonUniqueEventListener(itemLua.presentPrice.button, self, self.OnPay, data)
- return item
- end
- function UIGuildWarActivityShopView:OnItemClick(button, params)
- local data = params[0]
- ManagerContainer.LuaUIMgr:OpenTips(data)
- end
- function UIGuildWarActivityShopView:OnPay(button, params)
- local data = params[0]
- local shopType, shopSubType = self.controller:GetCurShopType()
- local errorCode = ManagerContainer.PayMgr:RuneShopPay(shopType, shopSubType, data.id)
- local errorCodeKey = ManagerContainer.PayMgr:GetInitPayErrorCodeLangKey(errorCode)
- if not errorCodeKey then
- ManagerContainer.LuaUIMgr:ErrorNoticeDisplay(errorCodeKey)
- end
- end
- function UIGuildWarActivityShopView:RemoveEventListener()
- ManagerContainer.LuaEventMgr:Unregister(self.uiData.name)
- end
- function UIGuildWarActivityShopView:AddUIEventListener()
- self.uiBase:AddButtonEventListener(self.backBtn.button, self, self.OnCloseClick)
- CommonUtil.CreateToggleMouduleOnlyBtns(self, pageToggleData, self.toggleGroup, 1, self.OnValueChangedToggle, self)
- end
- function UIGuildWarActivityShopView:OnCloseClick()
- self:UIClose()
- end
- function UIGuildWarActivityShopView:OnHide()
- end
- function UIGuildWarActivityShopView:OnShow(data)
- self.controller:SetData(data)
- end
- function UIGuildWarActivityShopView:OnClose()
- end
- function UIGuildWarActivityShopView:OnDispose()
- CommonUtil.RecycleFromBatchItemsByPrefabName(self, Enum.PrefabNames.IconSmallItem)
- self.RankListScroll.loopGridView:Dispose()
- CommonUtil.RecycleFromBatchItemsByPrefabName(self, Enum.PrefabNames.RankShopRewardIconItem)
- self.LimitedListScroll.loopGridView:Dispose()
- self.controller:OnDispose()
- end
- function UIGuildWarActivityShopView:OnPageInEnd()
- self.super.OnPageInEnd(self)
- self.RankListScroll.loopGridView.ScrollRect.enabled = true
- self.LimitedListScroll.loopGridView.ScrollRect.enabled = true
- end
- function UIGuildWarActivityShopView:OnOpenStateChanged(isOpen)
- if isOpen then return end
- self:UIClose()
- end
- return UIGuildWarActivityShopView
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