少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Tuesday, December 11, 2018
//--------------------------------------------------------
 
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
using EnhancedUI.EnhancedScroller;
 
namespace vnxbqy.UI
{
    //段位奖励
    
    public class SegmentRewardWin : Window
    {
        [SerializeField] ScrollerController m_ScrollerController;
        CrossServerOneVsOneRewardModel m_CrossServerRewardModel;
        CrossServerOneVsOneRewardModel crossServerRewardModel { get { return m_CrossServerRewardModel ?? (m_CrossServerRewardModel = ModelCenter.Instance.GetModel<CrossServerOneVsOneRewardModel>()); } }
        List<SeasonAwardClass> ListSort = new List<SeasonAwardClass>();
        #region Built-in
        protected override void BindController()
        {
            m_ScrollerController.OnRefreshCell += OnRefreshGridCell;
        }
 
        protected override void AddListeners()
        {
        }
 
        protected override void OnPreOpen()
        {
            crossServerRewardModel.GetSeasonAward();
            ToAddSorting();
            OnCreateGridLineCell(m_ScrollerController);
            m_ScrollerController.JumpIndex(JumpIndex());
        }
 
        protected override void OnAfterOpen()
        {
            crossServerRewardModel.CrossRealmPKAwardStateUpdate += CrossRealmPKAwardStateUpdate;
            CrossServerOneVsOnePlayerInfo.Instance.UpdatePlayerInfoEvent += UpdatePlayerInfoEvent;
        }
 
        protected override void OnPreClose()
        {
            crossServerRewardModel.CrossRealmPKAwardStateUpdate -= CrossRealmPKAwardStateUpdate;
            CrossServerOneVsOnePlayerInfo.Instance.UpdatePlayerInfoEvent -= UpdatePlayerInfoEvent;
        }
 
 
 
        protected override void OnAfterClose()
        {
        }
        #endregion
        private void UpdatePlayerInfoEvent()
        {
            m_ScrollerController.m_Scorller.RefreshActiveCellViews();//刷新可见
        }
 
        private void CrossRealmPKAwardStateUpdate()
        {
            m_ScrollerController.m_Scorller.RefreshActiveCellViews();//刷新可见
        }
        void OnCreateGridLineCell(ScrollerController gridCtrl)
        {
            gridCtrl.Refresh();
            for (int i = 0; i < ListSort.Count; i++)
            {
                gridCtrl.AddCell(ScrollerDataType.Header, ListSort[i].DanLv);
            }
            gridCtrl.Restart();
        }
        private void OnRefreshGridCell(ScrollerDataType type, CellView cell)
        {
            int Index = cell.index;
            SegmentRewardCell segmentRewardCell = cell.GetComponent<SegmentRewardCell>();
            segmentRewardCell.SetReceive(Index);
        }
 
        private void ToAddSorting()
        {
            if (ListSort.Count <= 0)
            {
                foreach (var key in crossServerRewardModel.SegmentRewardDic.Keys)
                {
                    ListSort.Add(crossServerRewardModel.SegmentRewardDic[key]);
                }
            }
            ListSort.Sort(Compare);
        }
        int Compare(SeasonAwardClass x, SeasonAwardClass y)//数组排列
        {
            bool havex1 = IsReceive(x);
            bool havey1 = IsReceive(y);
            if (havex1.CompareTo(havey1) != 0)
            {
                return -havex1.CompareTo(havey1);
            }
            bool havex2 = IsReach(x);
            bool havey2 = IsReach(y);
            if (havex2.CompareTo(havey2) != 0)
            {
                return -havex2.CompareTo(havey2);
            }
            bool havex3 = IsDraw(x);
            bool havey3 = IsDraw(y);
            if (havex3.CompareTo(havey3) != 0)
            {
                return -havex3.CompareTo(havey3);
            }
            if (x.DanLv.CompareTo(y.DanLv) != 0)
            {
                return x.DanLv.CompareTo(y.DanLv);
            }
            return 1;
 
        }
        private bool IsReceive(SeasonAwardClass _seasonAwardClass)//未领取
        {
            bool Bool = false;
            if (CrossServerOneVsOnePlayerInfo.Instance.DanLV >= _seasonAwardClass.DanLv && !crossServerRewardModel.IsAwardState(CrossRealmPKAwardStateEnum.DanLVAwardState, _seasonAwardClass.DanLv))
            {
                Bool = true;
            }
            return Bool;
        }
        private bool IsReach(SeasonAwardClass _seasonAwardClass)//未达到
        {
            bool Bool = false;
            if (_seasonAwardClass.DanLv > CrossServerOneVsOnePlayerInfo.Instance.DanLV)
            {
                Bool = true;
            }
            return Bool;
        }
        private bool IsDraw(SeasonAwardClass _seasonAwardClass)//已领取
        {
            bool Bool = crossServerRewardModel.IsAwardState(CrossRealmPKAwardStateEnum.DanLVAwardState, _seasonAwardClass.DanLv);
            return Bool;
        }
        private int JumpIndex()
        {
            int Index = 0;
            for (int i = 0; i < ListSort.Count; i++)
            {
                if (IsReceive(ListSort[i]))
                {
                    Index = i;
                    return Index;
                }
            }
            return Index;
        }
    }
 
}