ball 项目提交
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using FairyGUI;
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using IgnoreOPS;
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using UnityEngine;
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namespace BallKingdomCrush
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{
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public class ChoosePropUI : BaseUI
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{
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private ChoosePropUICtrl ctrl;
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private ChoosePropModel model;
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private FGUI.ZM_Prop_09.com_choose ui;
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public ChoosePropUI(ChoosePropUICtrl ctrl) : base(ctrl)
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{
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uiName = UIConst.ChoosePropUI;
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this.ctrl = ctrl;
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}
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protected override void SetUIInfo(UIInfo uiInfo)
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{
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uiInfo.packageName = "ZM_Prop_09";
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uiInfo.assetName = "com_choose";
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uiInfo.layerType = UILayerType.Popup;
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uiInfo.isNeedOpenAnim = false;
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uiInfo.isNeedCloseAnim = false;
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uiInfo.isNeedUIMask = true;
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}
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#region 生命周期
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protected override void OnInit()
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{
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//model = ModuleManager.Instance.GetModel(ModelConst.ChoosePropModel) as ChoosePropModel;
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}
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protected override void OnClose()
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{
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}
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protected override void OnBind()
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{
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ui = baseUI as FGUI.ZM_Prop_09.com_choose;
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}
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protected override void OnOpenBefore(object args)
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{
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InitView();
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}
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protected override void OnOpen(object args)
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{
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}
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protected override void OnHide()
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{
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}
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protected override void OnDisplay(object args)
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{
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}
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#endregion
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#region 消息
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protected override void AddListener()
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{
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}
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protected override void RemoveListener()
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{
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}
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#endregion
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//初始化页面逻辑
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private void InitView()
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{
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// Debug.Log(GameHelper.GetLevelstate());
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int state = GameHelper.GetLevelstate();
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int need_gold = ConfigSystem.GetCommonConf().RevivalCoins;
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ui.btn_gold_buy.GetChild("text_gold").text = GameHelper.Get101Str(need_gold);
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initProp(state);
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ui.btn_thanks.SetClick(() =>
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{
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float[] ch_array = GameHelper.GetRewardValue(2);
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var temp = new SuccessData();
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temp.IsWin = false;
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temp.ch_number = ch_array[0];
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temp.IsLevelSuccess = true;
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temp.IsH5Reward = false;
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temp.boost_array = GameHelper.GetRewardBoost(2);
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temp.level = GameHelper.GetLevel();
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.NewEndUI_Open, temp);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ChoosePropUI_Close);
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});
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ui.btn_close.SetClick(() =>
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{
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float[] ch_array = GameHelper.GetRewardValue(2);
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var temp = new SuccessData();
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temp.IsWin = false;
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temp.ch_number = ch_array[0];
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temp.IsLevelSuccess = true;
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temp.IsH5Reward = false;
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temp.boost_array = GameHelper.GetRewardBoost(2);
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temp.level = GameHelper.GetLevel();
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.NewEndUI_Open, temp);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ChoosePropUI_Close);
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});
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}
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private void initProp(int state)
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{
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int need_gold = ConfigSystem.GetCommonConf().RevivalCoins;
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if (state == 3)
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{
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ui.state.selectedIndex = ui._State_all_;
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ui.btn_ad.SetClick(() =>
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{
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GameHelper.ShowVideoAd("reward_lobby", isSuccess =>
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{
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if (isSuccess)
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{
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GameHelper.SetLevelstate(1);
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GameDispatcher.Instance.Dispatch(GameMsg.Remake_state, true);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ChoosePropUI_Close);
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}
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});
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});
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ui.btn_gold_buy.SetClick(() =>
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{
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if (GameHelper.CheckGoldNumber(need_gold))
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{
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GameHelper.AddGoldNumber(-need_gold);
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GameHelper.SetLevelstate(2);
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GameDispatcher.Instance.Dispatch(GameMsg.Remake_state, true);
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GameDispatcher.Instance.Dispatch(GameMsg.Gold_refresh);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ChoosePropUI_Close);
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}
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else
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{
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GameHelper.ShowTips("no_enough_gold", true);
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}
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});
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}
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else if (state == 2)
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{
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ui.state.selectedIndex = ui._State_ad;
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ui.btn_ad.SetClick(() =>
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{
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GameHelper.ShowVideoAd("reward_lobby", isSuccess =>
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{
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if (isSuccess)
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{
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GameHelper.SetLevelstate(0);
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GameDispatcher.Instance.Dispatch(GameMsg.Remake_state, true);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ChoosePropUI_Close);
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}
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});
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});
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}
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else if (state == 1)
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{
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ui.state.selectedIndex = ui._State_gold;
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ui.btn_gold_buy.SetClick(() =>
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{
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if (GameHelper.CheckGoldNumber(need_gold))
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{
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GameHelper.AddGoldNumber(-need_gold);
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GameHelper.SetLevelstate(0);
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GameDispatcher.Instance.Dispatch(GameMsg.Remake_state, true);
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GameDispatcher.Instance.Dispatch(GameMsg.Gold_refresh);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ChoosePropUI_Close);
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}
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else
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{
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GameHelper.ShowTips("no_enough_gold", true);
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}
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});
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}
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}
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}
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}
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