feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
This commit is contained in:
163
SVSim.BattleEngine/Engine/Wizard/BattlePassPurchaseDialog.cs
Normal file
163
SVSim.BattleEngine/Engine/Wizard/BattlePassPurchaseDialog.cs
Normal file
@@ -0,0 +1,163 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cute;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Wizard;
|
||||
|
||||
public class BattlePassPurchaseDialog : MonoBehaviour
|
||||
{
|
||||
private const string PATH_DIALOG_PREFAB = "UI/layoutParts/BattlePass/DialogBattlePassPurchase";
|
||||
|
||||
[SerializeField]
|
||||
private UILabel _descriptionLabel;
|
||||
|
||||
[SerializeField]
|
||||
private UILabel _haveCrystalNumLabel;
|
||||
|
||||
[SerializeField]
|
||||
private BattlePassPurchaseProductView _productViewOriginal;
|
||||
|
||||
[SerializeField]
|
||||
private UIGrid _productViewGrid;
|
||||
|
||||
[SerializeField]
|
||||
private PurchaseConfirm _prefabPurchaseConfirmDialog;
|
||||
|
||||
private DialogBase _dialogBattlePassPurchase;
|
||||
|
||||
private List<string> _loadedResourceList;
|
||||
|
||||
private Action _battlePassViewUpdate;
|
||||
|
||||
public static void Create(Action battlePassViewUpdate = null)
|
||||
{
|
||||
BattlePassPurchaseInfoTask task = new BattlePassPurchaseInfoTask();
|
||||
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
|
||||
{
|
||||
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
|
||||
dialogBase.SetSize(DialogBase.Size.XL);
|
||||
dialogBase.SetTitleLabel(Data.SystemText.Get("BattlePass_0002"));
|
||||
GameObject gameObject = UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/BattlePass/DialogBattlePassPurchase")) as GameObject;
|
||||
dialogBase.SetObj(gameObject);
|
||||
gameObject.GetComponent<BattlePassPurchaseDialog>().Initialize(task.PurchaseInfo, dialogBase, battlePassViewUpdate);
|
||||
}));
|
||||
}
|
||||
|
||||
public void Initialize(BattlePassPurchaseInfo battlePassPurchaseInfo, DialogBase dialog, Action battlePassViewUpdate)
|
||||
{
|
||||
_battlePassViewUpdate = battlePassViewUpdate;
|
||||
_dialogBattlePassPurchase = dialog;
|
||||
_productViewOriginal.gameObject.SetActive(value: false);
|
||||
_loadedResourceList = new List<string>();
|
||||
SetViewUI(battlePassPurchaseInfo);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
UnloadResources();
|
||||
}
|
||||
|
||||
private void SetViewUI(BattlePassPurchaseInfo battlePassPurchaseInfo)
|
||||
{
|
||||
_descriptionLabel.text = battlePassPurchaseInfo.Description;
|
||||
_haveCrystalNumLabel.text = PlayerStaticData.UserCrystalCount.ToString();
|
||||
LoadResources(battlePassPurchaseInfo, delegate
|
||||
{
|
||||
foreach (BattlePassProduct product in battlePassPurchaseInfo.ProductList)
|
||||
{
|
||||
GameObject obj = NGUITools.AddChild(_productViewGrid.gameObject, _productViewOriginal.gameObject);
|
||||
obj.GetComponent<BattlePassPurchaseProductView>().SetView(product, OnClickPoster, OnClickBuyButton);
|
||||
obj.SetActive(value: true);
|
||||
}
|
||||
_productViewGrid.Reposition();
|
||||
});
|
||||
}
|
||||
|
||||
private void LoadResources(BattlePassPurchaseInfo purchaseInfo, Action onFinishLoad)
|
||||
{
|
||||
UIManager.GetInstance().createInSceneCenterLoading();
|
||||
List<string> loadPassList = new List<string>();
|
||||
foreach (BattlePassProduct product in purchaseInfo.ProductList)
|
||||
{
|
||||
loadPassList.Add(product.GetPosterTexturePath(isFetch: false));
|
||||
}
|
||||
StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(loadPassList, delegate
|
||||
{
|
||||
_loadedResourceList.AddRange(loadPassList);
|
||||
UIManager.GetInstance().closeInSceneCenterLoading();
|
||||
onFinishLoad.Call();
|
||||
}));
|
||||
}
|
||||
|
||||
private void UnloadResources()
|
||||
{
|
||||
Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResourceList);
|
||||
_loadedResourceList = null;
|
||||
}
|
||||
|
||||
private void OnClickPoster(BattlePassProduct product)
|
||||
{
|
||||
BattlePassProductDetailDialog.Create(product);
|
||||
}
|
||||
|
||||
private void OnClickBuyButton(BattlePassProduct product)
|
||||
{
|
||||
if (PlayerStaticData.UserCrystalCount < product.PriceInCrystal)
|
||||
{
|
||||
ShopCommonUtility.CreateCrystalShortagePopup();
|
||||
}
|
||||
else
|
||||
{
|
||||
CreateBuyConfirmDialog(product);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateBuyConfirmDialog(BattlePassProduct product)
|
||||
{
|
||||
DialogBase dialogBase = ShopCommonUtility.CreateBasePopupPurchaseConfirm(new EventDelegate(delegate
|
||||
{
|
||||
ConnectBuyBattlePass(product);
|
||||
}));
|
||||
PurchaseConfirm purchaseConfirm = UnityEngine.Object.Instantiate(_prefabPurchaseConfirmDialog);
|
||||
dialogBase.SetObj(purchaseConfirm.gameObject);
|
||||
dialogBase.SetTitleLabel(Data.SystemText.Get("BattlePass_0004"));
|
||||
string purchaseText = Data.SystemText.Get("Shop_0101", product.Name);
|
||||
purchaseConfirm.SetClystalConfirmDialog(product.PriceInCrystal, purchaseText, PlayerStaticData.UserCrystalCount, product.ExpirtyInfo);
|
||||
_dialogBattlePassPurchase.Close();
|
||||
}
|
||||
|
||||
private void ConnectBuyBattlePass(BattlePassProduct product)
|
||||
{
|
||||
BattlePassBuyTask task = new BattlePassBuyTask();
|
||||
task.SetParameter(product.SeasonId, product.Id);
|
||||
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
|
||||
{
|
||||
OnSuccessBuyBattlePass(product, task.RewardList);
|
||||
}));
|
||||
}
|
||||
|
||||
private void OnSuccessBuyBattlePass(BattlePassProduct product, List<ReceivedReward> rewardList)
|
||||
{
|
||||
MyPageMenu.Instance.UpdateCrystalCount();
|
||||
DialogBase dialogBase = ShopCommonUtility.CreatePurchaseSuccess(product.Name);
|
||||
_battlePassViewUpdate.Call();
|
||||
if (rewardList != null && rewardList.Count > 0)
|
||||
{
|
||||
dialogBase.OnClose = delegate
|
||||
{
|
||||
OpenRewardReceiveDialog(rewardList);
|
||||
};
|
||||
}
|
||||
if (UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.MyPage))
|
||||
{
|
||||
MyPageMenu.Instance.HomeMenu.HideAndRepositionSubBanner("battle_pass_buy");
|
||||
}
|
||||
}
|
||||
|
||||
private void OpenRewardReceiveDialog(List<ReceivedReward> rewardList)
|
||||
{
|
||||
UIManager.GetInstance().createInSceneCenterLoading();
|
||||
DialogCreator.CreateRewardReceiveDialog(rewardList).SetTitleLabel(Data.SystemText.Get("BattlePass_0005"));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user