162 lines
4.9 KiB
C#
162 lines
4.9 KiB
C#
using System;
|
|
using System.Collections;
|
|
using game;
|
|
using I2.Loc;
|
|
using UnityEngine;
|
|
|
|
namespace RND
|
|
{
|
|
|
|
public class DailyWindow : ParameterWindow<DailyReward>
|
|
{
|
|
[SerializeField] private TimerRewardButtonsSection _rewardSection;
|
|
|
|
[Header("Prefabs")] [SerializeField] private DailyRewardView _viewPrefab;
|
|
|
|
[Header("Links")] [SerializeField] private GameObject _title;
|
|
|
|
[Header("Grid")] [SerializeField] private Transform _row1;
|
|
[SerializeField] private Transform _row2;
|
|
[SerializeField] private Transform _row3;
|
|
|
|
private DailyReward _dailyReward;
|
|
private DailyRewardView _todayReward;
|
|
private bool _isCoinsReward = false;
|
|
private bool _canPowerAmount;
|
|
private int _powerAmount = 1;
|
|
|
|
public override bool NeedShowBackground => false;
|
|
|
|
protected override void OnShow(DailyReward argument)
|
|
{
|
|
_dailyReward = argument;
|
|
|
|
ConfRewardItem item = _dailyReward.GetItemForTheDay(argument.DayIndex);
|
|
|
|
_canPowerAmount = item.canMultiplie;
|
|
if (!_canPowerAmount)
|
|
_rewardSection.HideRewardButton();
|
|
|
|
_rewardSection.SetCallback(OnRewardSectionResult);
|
|
|
|
FillGrid();
|
|
}
|
|
|
|
private void FillGrid()
|
|
{
|
|
CreateView(_row1, 0);
|
|
CreateView(_row2, 3);
|
|
CreateView(_row3, 6);
|
|
}
|
|
|
|
private void CreateView(Transform parent, int dayIndex)
|
|
{
|
|
for (var j = 0; j < parent.childCount; j++)
|
|
{
|
|
DailyRewardView view = Instantiate(_viewPrefab, parent.GetChild(j));
|
|
bool isReceivedItem = dayIndex <= _dailyReward.DayIndex;
|
|
bool isTodayItem = dayIndex == _dailyReward.DayIndex;
|
|
|
|
string messageTerm = isReceivedItem ? "Earned" : isTodayItem ? "Day" : "Today";
|
|
string prefixForTerm = (!isReceivedItem && !isTodayItem) ? $"{dayIndex + 1}" : "";
|
|
string timeMessage = prefixForTerm + LocalizationManager.GetTranslation(messageTerm);
|
|
|
|
ConfRewardItem rewardItem = _dailyReward.GetItemForTheDay(dayIndex);
|
|
view.SetItemView(Assets.Load<Sprite>(rewardItem.iconPath), timeMessage);
|
|
|
|
if (isReceivedItem)
|
|
view.SetReceivedView();
|
|
|
|
if (isTodayItem)
|
|
{
|
|
_todayReward = view;
|
|
_todayReward.SetNewView();
|
|
}
|
|
|
|
if (dayIndex == _dailyReward.DaysCount - 1)
|
|
view.ChangeBackground(DailyRewardView.BackgroundEnum.LAST_DAY);
|
|
|
|
dayIndex++;
|
|
}
|
|
}
|
|
|
|
private void TakeReward()
|
|
{
|
|
if (_dailyReward.TryGetReward(out ConfRewardItem rewardItem) == false)
|
|
return;
|
|
|
|
long itemsAmount = rewardItem.item.amount * _powerAmount;
|
|
Save.Inventory.AddPurchaseItem(rewardItem.item.protoId, (uint) itemsAmount);
|
|
}
|
|
|
|
private IEnumerator PreCloseRoutine()
|
|
{
|
|
_todayReward.ChangeBackground(DailyRewardView.BackgroundEnum.RECEIVED);
|
|
yield return null;
|
|
|
|
if (_isCoinsReward == false)
|
|
{
|
|
Close();
|
|
yield break;
|
|
}
|
|
|
|
_rewardSection.Hide();
|
|
_title.gameObject.SetActive(false);
|
|
|
|
//Constants?
|
|
var delayBeforeMove = 0.15f;
|
|
var delayAfterMove = 1f;
|
|
var coinsCount = 15;
|
|
|
|
var coins = gameObject.AddComponent<ScreenCoins>();
|
|
coins.Init(coinsCount);
|
|
|
|
yield return new WaitForSeconds(delayBeforeMove);
|
|
|
|
yield return StartCoroutine(coins.MoveCoins());
|
|
|
|
yield return new WaitForSeconds(delayAfterMove);
|
|
UI.Show<MainWindow>();
|
|
UI.Show<CoinsCounterWindow>();
|
|
Close();
|
|
}
|
|
|
|
private void OnRewardSectionResult(EnumRewardResult result)
|
|
{
|
|
switch (result)
|
|
{
|
|
case EnumRewardResult.SKIP:
|
|
OnPlayerSkipReward();
|
|
break;
|
|
case EnumRewardResult.FAIL:
|
|
OnPlayerFailReward();
|
|
break;
|
|
case EnumRewardResult.NEED_REWARD:
|
|
OnPlayerNeedReward();
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException(nameof(result), result, null);
|
|
}
|
|
}
|
|
|
|
private void OnPlayerSkipReward()
|
|
{
|
|
TakeReward();
|
|
StartCoroutine(PreCloseRoutine());
|
|
}
|
|
|
|
private void OnPlayerFailReward()
|
|
{
|
|
TakeReward();
|
|
StartCoroutine(PreCloseRoutine());
|
|
}
|
|
|
|
private void OnPlayerNeedReward()
|
|
{
|
|
UI.Show<CoinsCounterWindow>();
|
|
|
|
_powerAmount = _canPowerAmount ? _rewardSection.Power : 1;
|
|
TakeReward();
|
|
}
|
|
}
|
|
} |