少年修仙传客户端代码仓库
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Tuesday, June 11, 2019
//--------------------------------------------------------
 
using UnityEngine.UI;
using System.Collections.Generic;
using vnxbqy.UI;
using UnityEngine;
using System.Linq;
 
public class TreasurePavilionWin : ILWindow
{
    Button m_Close;
    ScrollerController scroller;
    Text fightPower;
    List<ButtonEx> gubaoTypeList = new List<ButtonEx>();
    List<ButtonEx> gubaoTypeFakeList = new List<ButtonEx>(); //为了实现遮挡效果做的假按钮,实际点击gubaoTypeList
    List<Image> gubaoBtnSelectImageList = new List<Image>(); //为了实现遮挡效果做的假按钮
    List<Text> gubaoBtnTextList = new List<Text>(); //为了实现遮挡效果做的假按钮
    Canvas mask1;
    Canvas mask2;
    //古宝共鸣 标签控制
    ButtonEx btnTagAll;             //二级标签:全部
    ButtonEx btnTagReverberation;   //二级标签:共鸣
    ButtonEx btnTagUpgradeStar;     //二级标签:可升星
    ButtonEx btnTagAllFake;             //为了实现遮挡效果做的假按钮,实际点击btnTagAll
    ButtonEx btnTagReverberationFake;   //为了实现遮挡效果做的假按钮,实际点击btnTagReverberation
    ButtonEx btnTagUpgradeStarFake;   //为了实现遮挡效果做的假按钮,实际点击btnTagUpgradeStar
    ImageEx imgTagAllChoose;
    ImageEx imgTagReverberationChoose;
    ImageEx imgTagUpgradeStarChoose;
    Transform FightInfo;
    //古宝共鸣 内容界面
    TreasureReverberationBehavior treasureReverberation;
    //古宝抽奖 标签控制
    ButtonEx btnFakeLuckyDraw;             //为了实现遮挡效果做的假按钮,实际点击btnLuckyDraw
    ButtonEx btnLuckyDraw;
    Transform TreasureFakeTags;
    Transform TreasureTags;
    //古宝抽奖 内容界面
    TreasureLuckyDrawBehavior treasureLuckyDraw;
 
    XBFuncSet funcSet;
    int type;
    HappyXBModel XBModel { get { return ModelCenter.Instance.GetModel<HappyXBModel>(); } }
    RoleParticularModel model { get { return ModelCenter.Instance.GetModelEx<RoleParticularModel>(); } }
    PackModel playerPack { get { return ModelCenter.Instance.GetModel<PackModel>(); } }
    #region Built-in
    protected override void BindController()
    {
        m_Close = proxy.GetWidgtEx<Button>("Button_Close");
        scroller = proxy.GetWidgtEx<ScrollerController>("scroller");
        fightPower = proxy.GetWidgtEx<Text>("Txt_FightPower");
        for (int i = 0; i < 4; i++)
        {
            gubaoTypeList.Add(proxy.GetWidgtEx<ButtonEx>("gubaoType" + i));
            gubaoTypeFakeList.Add(proxy.GetWidgtEx<ButtonEx>("gubaoTypeFake" + i));
            gubaoBtnSelectImageList.Add(proxy.GetWidgtEx<Image>("SelectImage" + i));
            gubaoBtnTextList.Add(proxy.GetWidgtEx<Text>("btnText" + i));
        }
        btnTagAll = proxy.GetWidgtEx<ButtonEx>("btnTagAll");
        btnTagReverberation = proxy.GetWidgtEx<ButtonEx>("btnTagReverberation");
        btnTagUpgradeStar = proxy.GetWidgtEx<ButtonEx>("btnTagUpgradeStar");
        btnTagAllFake = proxy.GetWidgtEx<ButtonEx>("btnTagAllFake");
        btnTagReverberationFake = proxy.GetWidgtEx<ButtonEx>("btnTagReverberationFake");
        btnTagUpgradeStarFake = proxy.GetWidgtEx<ButtonEx>("btnTagUpgradeStarFake");
 
        mask1 = proxy.GetWidgtEx<Canvas>("mask1");
        mask2 = proxy.GetWidgtEx<Canvas>("mask2");
        imgTagAllChoose = proxy.GetWidgtEx<ImageEx>("imgTagAllChoose");
        imgTagReverberationChoose = proxy.GetWidgtEx<ImageEx>("imgTagReverberationChoose");
        imgTagUpgradeStarChoose = proxy.GetWidgtEx<ImageEx>("imgTagUpgradeStarChoose");
        mask1.sortingLayerName = "UI"; //使图片在特效上层
        mask2.sortingLayerName = "UI"; //使图片在特效上层
        FightInfo = proxy.GetWidgtEx<Transform>("FightInfo");
        TreasureFakeTags = proxy.GetWidgtEx<Transform>("TreasureFakeTags");
        TreasureTags = proxy.GetWidgtEx<Transform>("TreasureTags");
 
        btnFakeLuckyDraw = proxy.GetWidgtEx<ButtonEx>("btnFakeLuckyDraw");
        btnLuckyDraw = proxy.GetWidgtEx<ButtonEx>("btnLuckyDraw");
 
 
        treasureReverberation = proxy.GetWidgtEx<TreasureReverberationBehavior>("treasureReverberation");
        treasureLuckyDraw = proxy.GetWidgtEx<TreasureLuckyDrawBehavior>("treasureLuckyDraw");
    }
 
    protected override void AddListeners()
    {
        m_Close.SetListener(() =>
        {
            CloseWin<TreasurePavilionWin>();
        });
        for (int i = 0; i < gubaoTypeList.Count; i++)
        {
            int index = i;
            gubaoTypeList[i].SetListener(() =>
            {
                TreasurePavilionModel.Instance.selectIndex = index;
                TreasurePavilionModel.Instance.isShowLuckyDraw = false;
                DisPlaySecondaryLabel();
            });
        }
        btnTagAll.SetListener(() =>
        {
            TreasurePavilionModel.Instance.selectTagIndex = 0;
            TreasurePavilionModel.Instance.isShowLuckyDraw = false;
        });
        btnTagReverberation.SetListener(() =>
        {
            TreasurePavilionModel.Instance.selectTagIndex = 1;
            TreasurePavilionModel.Instance.selectResonanceID = 0;
            TreasurePavilionModel.Instance.isShowLuckyDraw = false;
        });
        btnTagUpgradeStar.SetListener(() =>
        {
            TreasurePavilionModel.Instance.selectTagIndex = 2;
            TreasurePavilionModel.Instance.isShowLuckyDraw = false;
        });
        btnLuckyDraw.SetListener(() =>
        {
            if (!TreasurePavilionModel.Instance.isShowLuckyDraw)
            {
                TreasurePavilionModel.Instance.isEffectPlaying = false;
            }
            TreasurePavilionModel.Instance.isShowLuckyDraw = true;
            XBModel.title = HappXBTitle.Gubao1;
        });
    }
 
    protected override void OnPreOpen()
    {
        ItemLogicUtility.Instance.hidePickItem = true;
        TreasurePavilionModel.Instance.isWinOpen = true;
        model.PowerUpdate += PowerUpdate;
        scroller.OnRefreshCell += OnRefreshCell;
        TreasurePavilionModel.Instance.UpdateGubaoEvent += UpdateGubaoEvent;
        TreasurePavilionModel.Instance.OnSelectUpdate += SelectUpdate;
        TreasurePavilionModel.Instance.isEffectPlaying = false;
        DisplayLuckyDrawEntrance();
        DisplayFristLabel();
        DisPlaySecondaryLabel();
        InitHappXBTitle();
    }
 
    void InitHappXBTitle()
    {
        if (TreasurePavilionModel.Instance.xbIndex == 0)
        {
            XBModel.title = HappXBTitle.Gubao1;
        }
        else if (TreasurePavilionModel.Instance.xbIndex == 1)
        {
            XBModel.title = HappXBTitle.Gubao2;
        }
        else if (TreasurePavilionModel.Instance.xbIndex == 2)
        {
            XBModel.title = HappXBTitle.Gubao3;
        }
        else if (TreasurePavilionModel.Instance.xbIndex == 3)
        {
            XBModel.title = HappXBTitle.Gubao4;
        }
    }
 
    void DisplayGubao()
    {
        List<int> tmpList = new List<int>();
        if (TreasurePavilionModel.Instance.selectTagIndex == 2)
        {
            TreasurePavilionModel.Instance.TryGetUpgradeStarList(out tmpList);
        }
        else if (TreasurePavilionModel.Instance.selectTagIndex == 0)
        {
            tmpList = TreasurePavilionModel.Instance.GetGubaoList();
        }
        scroller.Refresh();
        for (int i = 0; i < tmpList.Count; i++)
        {
            if (i % 5 == 0)
            {
                CellInfo cellInfo = new CellInfo();
                cellInfo.infoInt1 = TreasurePavilionModel.Instance.selectTagIndex;
                scroller.AddCell(ScrollerDataType.Header, i, cellInfo);
            }
        }
        scroller.Restart();
    }
 
    //显示一级标签内容
    void DisplayFristLabel()
    {
        TreasurePavilionModel.Instance.SortGubaoList();
        ShowGubaoTypeBtn();
    }
 
    //显示二级标签内容
    void DisPlaySecondaryLabel()
    {
        bool isTypeNoReverberation = TreasurePavilionModel.Instance.IsTypeNoReverberation(); //当前类型的古宝一个共鸣套装也没有
        bool isShowLuckyDraw = TreasurePavilionModel.Instance.isShowLuckyDraw;  //正在显示古宝抽奖内容
        bool isHaveUpgradeStar = TreasurePavilionModel.Instance.TryGetUpgradeStarList(out var upgradeStarList);  //当前类型的古宝一个可升星的也没有
        btnTagReverberationFake.SetActive(!isTypeNoReverberation && !isShowLuckyDraw);
        btnTagReverberation.SetActive(!isTypeNoReverberation && !isShowLuckyDraw);
        btnTagAll.SetActive(!isShowLuckyDraw);
        btnTagAllFake.SetActive(!isShowLuckyDraw);
        btnTagUpgradeStar.SetActive(isHaveUpgradeStar && !isShowLuckyDraw);
        btnTagUpgradeStarFake.SetActive(isHaveUpgradeStar && !isShowLuckyDraw);
        FightInfo.SetActive(!isShowLuckyDraw);    //显示古宝共鸣时隐藏战力
        PowerUpdate();
        imgTagAllChoose.SetActive(TreasurePavilionModel.Instance.selectTagIndex == 0);
        imgTagReverberationChoose.SetActive(TreasurePavilionModel.Instance.selectTagIndex == 1);
        imgTagUpgradeStarChoose.SetActive(TreasurePavilionModel.Instance.selectTagIndex == 2);
        if (TreasurePavilionModel.Instance.selectTagIndex == 2)
        {
            TreasurePavilionModel.Instance.selectTagIndex = !isHaveUpgradeStar ? 0 : TreasurePavilionModel.Instance.selectTagIndex;
        }
        else if (TreasurePavilionModel.Instance.selectTagIndex == 1)
        {
            TreasurePavilionModel.Instance.selectTagIndex = isTypeNoReverberation ? 0 : TreasurePavilionModel.Instance.selectTagIndex;
        }
 
    }
 
    //显示抽奖入口
    void DisplayLuckyDrawEntrance()
    {
        bool isShowLuckyDraw = TreasurePavilionModel.Instance.isShowLuckyDraw;
        var luckyDrawFuncIDDict = TreasurePavilionModel.Instance.luckyDrawFuncIDDict;
        var keyList = luckyDrawFuncIDDict.Keys.ToList();
        int funcID = luckyDrawFuncIDDict[keyList[0]];
        btnFakeLuckyDraw.SetActive(FuncOpen.Instance.IsFuncOpen(funcID));
        btnLuckyDraw.SetActive(FuncOpen.Instance.IsFuncOpen(funcID));
        TreasureFakeTags.SetActive(isShowLuckyDraw);    //显示共鸣相关二级标签
        TreasureTags.SetActive(isShowLuckyDraw);
    }
 
    //显示内容
    void Display()
    {
        int treasureID = TreasurePavilionModel.Instance.xbIDArr[TreasurePavilionModel.Instance.xbIndex];
        int selectTagIndex = TreasurePavilionModel.Instance.selectTagIndex;
        bool isShowLuckyDraw = TreasurePavilionModel.Instance.isShowLuckyDraw;
        type = XBGetItemConfig.Get(treasureID).TreasureType;
        //寻宝界面
        if (isShowLuckyDraw)
        {
            scroller.SetActive(false);
            treasureReverberation.Close();
            treasureLuckyDraw.Open();
            treasureLuckyDraw.Display(type);
        }
        else
        {
            treasureLuckyDraw.Close();
            //所有古宝
            if (selectTagIndex == 0)
            {
                treasureReverberation.Close();
                scroller.SetActive(true);
                DisplayGubao();
            }
            //古宝共鸣
            else if (selectTagIndex == 1)
            {
                scroller.SetActive(false);
                treasureReverberation.Open();
                treasureReverberation.Display();
            }
            //可升星古宝
            else if (selectTagIndex == 2)
            {
                treasureReverberation.Close();
                scroller.SetActive(true);
                DisplayGubao();
            }
        }
    }
 
    protected override void OnAfterOpen()
    {
        Display();
    }
 
    protected override void OnPreClose()
    {
        ItemLogicUtility.Instance.hidePickItem = false;
        TreasurePavilionModel.Instance.isWinOpen = false;
        model.PowerUpdate -= PowerUpdate;
        scroller.OnRefreshCell -= OnRefreshCell;
        TreasurePavilionModel.Instance.OnSelectUpdate -= SelectUpdate;
        TreasurePavilionModel.Instance.UpdateGubaoEvent -= UpdateGubaoEvent;
    }
 
    #endregion
 
 
    void ShowGubaoTypeBtn()
    {
        for (int i = 0; i < gubaoTypeList.Count; i++)
        {
            if (i < TreasurePavilionModel.Instance.gubaoTypeList.Count)
            {
                gubaoTypeList[i].SetActiveIL(true);
                gubaoTypeFakeList[i].SetActiveIL(true);
                gubaoBtnSelectImageList[i].SetActiveIL(TreasurePavilionModel.Instance.selectIndex == i && !TreasurePavilionModel.Instance.isShowLuckyDraw);
                gubaoBtnTextList[i].GetComponent<TextEx>().text = Language.Get("gubaoType" + TreasurePavilionModel.Instance.gubaoTypeList[i]);
            }
            else
            {
                gubaoTypeList[i].SetActiveIL(false);
                gubaoTypeFakeList[i].SetActiveIL(false);
            }
        }
    }
 
    void PowerUpdate()
    {
        fightPower.text = UIHelper.ReplaceLargeArtNum(model.GetFuncFightPower(29));
    }
 
    void OnRefreshCell(ScrollerDataType type, CellView cell)
    {
        var _cell = cell.GetILBehaviour<TreasurePavilionObjsCell>();
        _cell?.Display(cell.index, cell);
    }
 
    void UpdateGubaoEvent()
    {
        DisplayLuckyDrawEntrance();
        DisplayFristLabel();
        DisPlaySecondaryLabel();
        Display();
    }
 
    void SelectUpdate()
    {
        DisplayLuckyDrawEntrance();
        DisplayFristLabel();
        DisPlaySecondaryLabel();
        Display();
    }
}