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- /** @format */
- import {UI} from '../enums/UI'
- import {BaseUI} from './BaseUI'
- import {Data, Mgr} from '../GameControl'
- import {ccUtils} from '../utils/ccUtils'
- import {observer, render, node, label, editBox, list} from '../mobx/observer'
- import {msgCmd} from '../proto/msg_cmd'
- import {DIS_ID, EVENT, GOODS, RECRUIT_TYPE, LANGUAGE_TYPE, PREFAB_TYPE, MOD, AD_ID} from '../enums/Enum'
- import List from '../uiutils/List'
- import {hero, manual, drawInfo, idNum, drawAwardInfo} from '../proto/typedef'
- import {drawGetDataRsp, drawRsp} from '../proto/game'
- import {HeroescallConfig, IHeroescallConfig} from '../config/HeroescallConfig'
- import {CallawardConfig} from '../config/CallawardConfig'
- import {RoleConfig} from '../config/RoleConfig'
- import {CardConsumeConfig} from '../config/CardConsumeConfig'
- import {DataConfig} from '../config/DataConfig'
- import {i18nLabel} from '../uiutils/i18nLabel'
- import {IReward, IRewardNty, ItemUICfg} from '../interface/UIInterface'
- import {SOUND} from '../enums/Sound'
- import FrameAnimation from '../uiutils/FrameAnimation'
- const {ccclass, property} = cc._decorator
- enum DRAW_TYPE { //抽卡类型
- rare = 1, //高级英雄
- normal = 2, //普通英雄
- forging = 3, //装备
- }
- enum PAY_TYPE { //抽奖付费方式
- free = 1,
- scroll = 2,
- currency = 3,
- }
- enum IRecruitAnim_TYPE { //动画id
- forgingIdle = 'forgingIdle', //锻造待机动画
- forge = 'forging', //锻造动画
- magicBookIdle = 'magicBookIdle', //高级召唤待机动画
- rareSummoning = 'rareSummoning', //高级召唤动画
- normalIdle = 'normalIdle', //普通召唤待机动画
- normalSummoning = 'normalSummoning', //普通召唤动画
- }
- interface HEROIC_RANK {
- //英雄等级
- index: number
- color: string
- heroI18n: string
- equipI18n: string
- }
- /** 抽卡类型数据 */
- interface RecruitType {
- id: number
- i18n: string
- }
- interface HeroesCallConfig {
- ID: number //奖池
- points: number //库ID
- type: number //召唤类型
- priority: number //显示顺序
- quality: number //品质
- }
- @ccclass
- @observer
- export class RecruitUI extends BaseUI {
- @node('summoning')
- summoningNode: cc.Node
- @node('summoning/normal')
- normalNode: cc.Node
- @node('summoning/rare')
- rareNode: cc.Node
- @node('forging')
- forgingNode: cc.Node
- @node('summon_list')
- summonNode: cc.Node
- @node('chain_list')
- chainList: cc.Node
- @node('forging/ani')
- forgingAni: cc.Node
- @node('summoning/rare/ani')
- rareAni: cc.Node
- @node('summoning/normal/ani')
- normalAni: cc.Node
- @node('quick_ani') //点击快速关闭动画
- quickCloseAni: cc.Node
- recruitTypeList: RecruitType[] = [
- //抽卡功能-抽卡类型
- {id: RECRUIT_TYPE.summoning, i18n: LANGUAGE_TYPE.summoning}, //英雄召唤
- {id: RECRUIT_TYPE.forging, i18n: LANGUAGE_TYPE.forging}, //装备锻造
- ]
- RecruitAwardList: drawAwardInfo[]
- curSelectType: number = this.recruitTypeList[0].id // 当前选择显示的界面
- curShowPublicity: HeroesCallConfig[] = []
- normaScrollNum: number //普通卷轴数量
- rareScrollNum: number //高级卷轴数量
- equipScrollNum: number //锻造卷轴数量
- drawNum: number = 10 //一次性连抽数量
- hero: drawInfo
- hero2: drawInfo
- equip: drawInfo
- normaDrawGoods: number = DataConfig[DIS_ID.normalSummon].data1 //英雄普通召唤消耗道具
- rareDrawGoods: number = DataConfig[DIS_ID.rareSummon].data1 //英雄高级召唤消耗道具
- equipFreeNum: number = DataConfig[DIS_ID.equipSummon].data1 //每日免费装备锻造次数
- normaDrawNum: number = DataConfig[DIS_ID.normalSummon].data2 //普通召唤-单抽消耗道具数量
- rareDrawNum: number = DataConfig[DIS_ID.rareSummon].data2 //高级召唤-单抽消耗道具数量
- equipDrawNum: number = DataConfig[DIS_ID.equipSummon].data2 //装备锻造-单抽消耗道具数量
- normaFreeNum: number = DataConfig[DIS_ID.normalSummon].data3 //每日免费普通召唤次数
- rareDrawLimit: number = DataConfig[DIS_ID.rareSummon].data3 //每日高级召唤次数限制
- equipDrawLimit: number = DataConfig[DIS_ID.equipSummon].data3 //每日装备锻造次数限制
- normaDrawLimit: number = DataConfig[DIS_ID.normalSummon].data4 //普通召唤每日次数上限
- rareTenDraw: number = DataConfig[DIS_ID.rareSummon].data4 //十连高级召唤钻石消耗
- equipDrawGoods: number = DataConfig[DIS_ID.equipSummon].data4 //锻造召唤消耗道具
- curNormaDraw: number = DataConfig[DIS_ID.normalSummon].data2 //默认单抽数量-会随自己物品数量变动
- curRareDraw: number = DataConfig[DIS_ID.rareSummon].data2 //高级召唤-单抽消耗道具数量
- curEquipDraw: number = DataConfig[DIS_ID.equipSummon].data2 //默认单抽数量-会随自己物品数量变动
- animForging: cc.Animation
- animRareSummoning: cc.Animation
- animNormalSummoning: cc.Animation
- curSummonType: DRAW_TYPE
- onShow(args: number = this.recruitTypeList[0].id, fromUI: number) {
- //招募引导,招募按钮
- cc.find('guide', this.node).active = Mgr.global.tryShowUserGuide(['20_3'])
- //抽奖数据
- Mgr.net.add(msgCmd.cmd_draw_get_data_rsp, this, this.onDrawGetRsp) //抽奖数据
- Mgr.net.add(msgCmd.cmd_draw_rsp, this, this.onDrawRsp)
- Mgr.net.send(msgCmd.cmd_draw_get_data)
- //从右到左显示货币
- Mgr.ui.show(UI.CurrencyUI, [GOODS.diamond, GOODS.coin, GOODS.normalDrawScroll, GOODS.rarelDrawScroll])
- this.curSelectType = this.recruitTypeList[0].id // 默认打开第一个界面 不记录玩家上次的留存的记录
- this.initShowData()
- if (!ccUtils.isEmpty(args)) this.curSelectType = args //默认打开那个界面
- this.initAni()
- }
- initAni() {
- this.animForging = this.forgingAni.getComponent(cc.Animation)
- this.animRareSummoning = this.rareAni.getComponent(cc.Animation)
- this.animNormalSummoning = this.normalAni.getComponent(cc.Animation)
- //播放已经暂停的动画
- ccUtils.playAni(IRecruitAnim_TYPE.forgingIdle, 0, this.forgingAni)
- ccUtils.playAni(IRecruitAnim_TYPE.magicBookIdle, 0, this.rareAni)
- ccUtils.playAni(IRecruitAnim_TYPE.normalIdle, 0, this.normalAni)
- let initIdle = (tmpAni: cc.Animation, type: IRecruitAnim_TYPE, node: cc.Node) => {
- // 为动画添加结束回调
- tmpAni.on(
- 'finished',
- function () {
- ccUtils.playAni(type, 0, node)
- this.showRewardUI()
- },
- this,
- )
- }
- initIdle(this.animForging, IRecruitAnim_TYPE.forgingIdle, this.forgingAni) //播放锻造待机动画
- initIdle(this.animRareSummoning, IRecruitAnim_TYPE.magicBookIdle, this.rareAni) //播放高级抽卡待机动画
- initIdle(this.animNormalSummoning, IRecruitAnim_TYPE.normalIdle, this.normalAni) //播放普通抽卡待机动画
- }
- onHide(): any {
- // 为动画添加结束回调
- this.animForging.off('finished')
- this.animRareSummoning.off('finished')
- this.animNormalSummoning.off('finished')
- ccUtils.stopAni(this.forgingAni, IRecruitAnim_TYPE.forge)
- ccUtils.stopAni(this.rareAni, IRecruitAnim_TYPE.rareSummoning)
- ccUtils.stopAni(this.normalAni, IRecruitAnim_TYPE.normalSummoning)
- ccUtils.setTogglesChecked(RECRUIT_TYPE.summoning, this.summonNode)
- Mgr.event.removeAll(this)
- }
- //UI或者其他函数=======================================
- //显示界面对应数据
- initShowData() {
- let diamond = cc.find('btn_diamond/num', this.rareNode)
- let normaI18n = cc.find('btn_summoning/lb', this.normalNode)
- let rareI18n = cc.find('btn_summoning/lb', this.rareNode)
- let equipI18n = cc.find('btn_summoning/lb', this.forgingNode)
- this.normaScrollNum = Data.user.goods.get(this.normaDrawGoods)
- this.rareScrollNum = Data.user.goods.get(this.rareDrawGoods)
- this.equipScrollNum = Data.user.goods.get(this.equipDrawGoods)
- let normaStr = this.normaScrollNum >= this.drawNum ? this.drawNum.toString() : this.normaDrawNum.toString()
- let rareStr = this.rareScrollNum >= this.drawNum ? this.drawNum.toString() : this.rareDrawNum.toString()
- let equipStr = this.equipScrollNum >= this.drawNum ? this.drawNum.toString() : this.equipDrawNum.toString()
- normaI18n.getComponent(i18nLabel).setParamByIndex(normaStr, 0)
- rareI18n.getComponent(i18nLabel).setParamByIndex(rareStr, 0)
- equipI18n.getComponent(i18nLabel).setParamByIndex(equipStr, 0)
- this.curNormaDraw = this.normaScrollNum >= this.drawNum ? this.drawNum : this.normaDrawNum
- this.curRareDraw = this.rareScrollNum >= this.drawNum ? this.drawNum : this.rareDrawNum
- this.curEquipDraw = this.equipScrollNum >= this.drawNum ? this.drawNum : this.equipDrawNum
- ccUtils.setColor(Data.user.goods.get(GOODS.diamond) >= this.rareTenDraw ? '#00FF00' : '#FF2525', diamond)
- ccUtils.setLabel(this.rareTenDraw.toString(), diamond) //高级召唤十连抽的钻石数量
- this.updShowInterface()
- }
- //刷新界面显示
- updShowInterface() {
- //显示抽卡界面还是锻造界面
- this.summoningNode.active = this.curSelectType == RECRUIT_TYPE.summoning
- this.forgingNode.active = this.curSelectType == RECRUIT_TYPE.forging
- cc.find('toggle2', this.summonNode).active = Mgr.global.checkModOpen(MOD.equipGet)
- this.chainList.children[0].active = Mgr.global.checkModOpen(MOD.equipGet)
- ccUtils.setTogglesChecked(this.curSelectType, this.summonNode)
- }
- //更新当前界面的红点提示
- updShowRedDots() {
- for (let i = 0; i < this.summonNode.childrenCount; i++) {
- let item = this.summonNode.children[i]
- if (this.recruitTypeList[i].id == RECRUIT_TYPE.summoning && this.hero2) {
- let normalFree = this.normaFreeNum - this.hero2.free //免费次数
- //普通英雄抽卡或高级英雄抽卡满足10连抽就提示问题
- cc.find('red_dots', item).active =
- this.normaScrollNum >= this.drawNum || this.rareScrollNum >= this.drawNum || normalFree > 0
- } else if (this.recruitTypeList[i].id == RECRUIT_TYPE.forging && this.equip) {
- //装备满足10连抽或者有免费的就提示红点
- cc.find('red_dots', item).active =
- this.equipFreeNum - this.equip.free > 0 || this.equipScrollNum >= this.drawNum
- }
- }
- cc.find('btn_free/red_dots', this.normalNode).active = this.normaFreeNum - this.hero2.free > 0 //如果普通召唤有免费的就提示十连
- cc.find('btn_summoning/red_dots', this.normalNode).active = this.normaScrollNum >= this.drawNum //如果普通召唤的卷轴有十连就提示红点
- cc.find('btn_summoning/red_dots', this.rareNode).active = this.rareScrollNum >= this.drawNum //如果高级召唤的卷轴大于10就显示红点
- cc.find('btn_free/red_dots', this.forgingNode).active = this.equipFreeNum - this.equip.free > 0 //如果有免费次数就显示红点
- cc.find('btn_summoning/red_dots', this.forgingNode).active = this.equipScrollNum >= this.drawNum //如果装备的十连够了就提示红点
- //cc.find('btn_free/red_dots', this.forgingNode).active = this.equipFreeNum - this.equip. > 0
- }
- //更新装备抽奖的保底数量
- updEquipNum(list: number[]) {
- if (list[0]) cc.find('rarelb', this.forgingNode).getComponent(i18nLabel).setParamByIndex(list[0].toString(), 0)
- if (list[1]) cc.find('elitelb', this.forgingNode).getComponent(i18nLabel).setParamByIndex(list[1].toString(), 0)
- }
- showRewardUI() {
- this.quickCloseAni.active = false
- let idNumArr: idNum[] = []
- let itemUICfgArr: ItemUICfg[] = []
- for (let award of this.RecruitAwardList) {
- idNumArr.push({id: award.id, num: award.num})
- itemUICfgArr.push({changeQuality: award.quality, showDetails: true})
- }
- let rewardArgs: IReward = {idNumArr, itemUICfgArr}
- Mgr.ui.show(UI.RewardUI, rewardArgs)
- }
- //网络事件=======================================
- onDrawGetRsp(data: drawGetDataRsp) {
- this.hero2 = data.hero2 ? data.hero2 : drawGetDataRsp.create().hero2
- this.hero = data.hero ? data.hero : drawGetDataRsp.create().hero
- this.equip = data.equip ? data.equip : drawGetDataRsp.create().equip
- let setColor = (num: number, node: cc.Node) => {
- ccUtils.setColor(num > 0 ? '#BAFF27' : '#FF2525', node, 'residue_lb')
- ccUtils.setLabel(num.toString(), node, 'residue_lb') //剩余次数
- }
- let setLabel = (str: number, str2: number, node: cc.Node) => {
- ccUtils.setLabel((str2 - str).toString(), node, 'summ_residue_lb') //当前抽奖次数
- ccUtils.setLabel('/' + str2, node, 'summ_max_lb') //最大抽奖数据
- }
- setColor(this.normaFreeNum - this.hero2.free, this.normalNode) //免费次数
- setColor(this.equipFreeNum - this.equip.free, this.forgingNode) //免费次数
- setLabel(this.hero2.daily, this.normaDrawLimit, this.normalNode)
- setLabel(this.hero.daily, this.rareDrawLimit, cc.find('lbs', this.rareNode))
- setLabel(this.equip.daily, this.equipDrawLimit, this.forgingNode)
- if (this.equip.list.length > 0) {
- this.updEquipNum(this.equip.list)
- }
- this.updShowRedDots() //刷新当前界面红点提示
- this.updShowInterface() //刷新选中颜色
- }
- //抽卡结果
- onDrawRsp(data: drawRsp, rewardNty: IRewardNty) {
- //如果是普通抽奖
- if (data.drawType == DRAW_TYPE.normal) {
- ccUtils.playAni(IRecruitAnim_TYPE.normalSummoning, 0, this.normalAni)
- this.hero2 = data
- let normalFree = this.normaFreeNum - this.hero2.free //免费次数
- ccUtils.setLabel((this.normaDrawLimit - this.hero2.daily).toString(), this.normalNode, 'summ_residue_lb') //当前抽奖次数
- ccUtils.setColor(normalFree > 0 ? '#BAFF27' : '#FF2525', this.normalNode, 'residue_lb')
- ccUtils.setLabel(normalFree.toString(), this.normalNode, 'residue_lb') //剩余次数
- } else if (data.drawType == DRAW_TYPE.rare) {
- ccUtils.playAni(IRecruitAnim_TYPE.rareSummoning, 0, this.rareAni)
- this.hero = data
- ccUtils.setLabel((this.rareDrawLimit - this.hero.daily).toString(), this.rareNode, 'lbs/summ_residue_lb') //当前抽奖次数
- } else if (data.drawType == DRAW_TYPE.forging) {
- ccUtils.playAni(IRecruitAnim_TYPE.forge, 0, this.forgingAni)
- this.equip = data
- let equipFree = this.equipFreeNum - this.equip.free //免费次数
- ccUtils.setLabel((this.equipDrawLimit - this.equip.daily).toString(), this.forgingNode, 'summ_residue_lb') //当前抽奖次数
- ccUtils.setColor(equipFree > 0 ? '#BAFF27' : '#FF2525', this.forgingNode, 'residue_lb')
- ccUtils.setLabel(equipFree.toString(), this.forgingNode, 'residue_lb') //剩余次数
- if (this.equip.list.length > 0) {
- this.updEquipNum(this.equip.list)
- }
- }
- this.quickCloseAni.active = true
- this.initShowData()
- this.updShowRedDots() //刷新红点提示
- this.RecruitAwardList = data.awardList
- }
- //触发事件=======================================
- // @render
- // showRender() {}
- // 点击事件=======================================
- //英雄抽奖
- onClickSummon(event) {
- Mgr.audio.playSFX(SOUND.toggleClick)
- this.curSelectType = RECRUIT_TYPE.summoning
- Mgr.ui.show(UI.CurrencyUI, [GOODS.diamond, GOODS.coin, GOODS.normalDrawScroll, GOODS.rarelDrawScroll])
- this.updShowInterface()
- }
- //装备锻造
- onClickForging(event) {
- Mgr.audio.playSFX(SOUND.toggleClick)
- this.curSelectType = RECRUIT_TYPE.forging
- Mgr.ui.show(UI.CurrencyUI, [GOODS.diamond, GOODS.coin, this.equipDrawGoods])
- this.updShowInterface()
- }
- //公示英雄抽卡库
- onClickPublicity(event: cc.Button, data: number) {
- this.curShowPublicity = []
- for (let key in HeroescallConfig) {
- let heroCfg = HeroescallConfig[key]
- let CallCfg = CallawardConfig[heroCfg.points]
- if (heroCfg.type == data && CallCfg && CallCfg.odds > 0) {
- this.curShowPublicity.push({
- ID: heroCfg.ID,
- points: heroCfg.points,
- type: heroCfg.type,
- priority: CallCfg.priority,
- quality: CallCfg.quality,
- })
- }
- }
- this.curShowPublicity.sort((a, b) => b.priority - a.priority)
- Mgr.ui.show(UI.RecruitPublicityUI, this.curShowPublicity)
- }
- //免费召唤
- onClickFreeNormal(event: cc.Button, data: number) {
- this.curSummonType = DRAW_TYPE.normal
- Mgr.platform.playVideoAD(AD_ID.summoning, () => {
- Mgr.net.send(msgCmd.cmd_draw, {drawType: DRAW_TYPE.normal, payType: PAY_TYPE.free, num: 1})
- })
- }
- //普通卷轴召唤
- onClickScrollNormal(event: cc.Button, data: number) {
- this.curSummonType = DRAW_TYPE.normal
- Mgr.net.send(msgCmd.cmd_draw, {drawType: DRAW_TYPE.normal, payType: PAY_TYPE.scroll, num: this.curNormaDraw})
- }
- //高级卷轴召唤
- onClickScrollRare(event: cc.Button, data: number) {
- this.curSummonType = DRAW_TYPE.rare
- Mgr.net.send(msgCmd.cmd_draw, {drawType: DRAW_TYPE.rare, payType: PAY_TYPE.scroll, num: this.curRareDraw})
- }
- //高级钻石召唤
- onClickDiamondRare(event: cc.Button, data: number) {
- this.curSummonType = DRAW_TYPE.rare
- Mgr.net.send(msgCmd.cmd_draw, {drawType: DRAW_TYPE.rare, payType: PAY_TYPE.currency, num: 10})
- }
- //装备免费召唤
- onClickFreeEquip(event: cc.Button, data: number) {
- //TODO 免费抽奖需要接入广告sdk
- this.curSummonType = DRAW_TYPE.forging
- Mgr.audio.playSFX(SOUND.drawEquip)
- Mgr.platform.playVideoAD(AD_ID.forging, () => {
- Mgr.net.send(msgCmd.cmd_draw, {drawType: DRAW_TYPE.forging, payType: PAY_TYPE.free, num: 1})
- })
- }
- //装备钻石召唤
- onClickDiamondEquip(event: cc.Button, data: number) {
- this.curSummonType = DRAW_TYPE.forging
- Mgr.audio.playSFX(SOUND.drawEquip)
- Mgr.net.send(msgCmd.cmd_draw, {drawType: DRAW_TYPE.forging, payType: PAY_TYPE.scroll, num: this.curEquipDraw})
- }
- //关闭当前正在播放的抽奖动画 切换为待机状态
- onClickQuickCloseAni() {
- if (this.curSummonType == DRAW_TYPE.forging) {
- ccUtils.stopAni(this.forgingAni, IRecruitAnim_TYPE.forge)
- ccUtils.playAni(IRecruitAnim_TYPE.forgingIdle, 0, this.forgingAni)
- } else if (this.curSummonType == DRAW_TYPE.rare) {
- ccUtils.stopAni(this.rareAni, IRecruitAnim_TYPE.rareSummoning)
- ccUtils.playAni(IRecruitAnim_TYPE.magicBookIdle, 0, this.rareAni)
- } else if (this.curSummonType == DRAW_TYPE.normal) {
- ccUtils.stopAni(this.normalAni, IRecruitAnim_TYPE.normalSummoning)
- ccUtils.playAni(IRecruitAnim_TYPE.normalIdle, 0, this.normalAni)
- }
- this.showRewardUI() //提前显示奖励
- }
- }
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