miduo_client/Assets/ManagedResources/~Lua/Modules/Expedition/View/MonsterFormationInfo.lua

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----- 远征怪节点弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local fun
--item容器
local itemList = {}
local heroListGo = {}
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local waveId = 0 --当前层
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local configData = {}
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local rewardData = {}
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local curType = 1 --当前试炼类型
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local liveNodes = {}
local liveNames = {}
local curNodeConFig
local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
for i = 1, 6 do
heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
end
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
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this.fightBtn=Util.GetGameObject(gameObject,"fightBtn")
this.fightBtnText=Util.GetGameObject(this.fightBtn,"Text"):GetComponent("Text")
this.fightBtnIcon=Util.GetGameObject(this.fightBtn,"Icon"):GetComponent("Image")
this.fightBtnNum=Util.GetGameObject(this.fightBtn,"IconNum"):GetComponent("Text")
this.fightBtn.gameObject:SetActive(true)
this.returnLook=Util.GetGameObject(gameObject,"returnLook")
this.returnLook.gameObject:SetActive(true)
Util.GetGameObject(gameObject,"sureBtn"):SetActive(false)
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end
function this:BindEvent()
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Util.AddClick(this.fightBtn, function()
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this:BtnClickEvent()
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end)
Util.AddClick(this.returnLook, function()
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end)
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
end)
end
function this:BtnClickEvent()
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--挑战
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if type == 1 then
parent:ClosePanel()
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--扫荡
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elseif type == 2 then
parent:ClosePanel()
end
end
function this:AddListener()
end
function this:RemoveListener()
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end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = {...}
curType = args[1]
waveId = args[2]
configData = MonsterCampManager.GetFourElementMonsterInfoByWave(curType,waveId)
-- --组数据
-- rewardData = {}
-- local curRewardData = {}
-- local Reward
-- if type == 1 then
-- Reward = configData.FirstReward
-- else
-- Reward = configData.CommonReward
-- end
-- if Reward and Reward.Reward and #Reward.Reward > 0 then
-- for i = 1, #Reward.Reward do
-- local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,Reward.Reward[i])
-- if rewardGroupConfig and #rewardGroupConfig.ShowItem > 0 then
-- for j = 1, #rewardGroupConfig.ShowItem do
-- local v = rewardGroupConfig.ShowItem[j]
-- if curRewardData[v[1]] then
-- curRewardData[v[1]] = {v[1],curRewardData[v[1]][2] + v[2]}
-- else
-- curRewardData[v[1]] = {v[1],v[2]}
-- end
-- end
-- end
-- end
-- end
-- for i, v in pairs(curRewardData) do
-- if curNodeConFig and curNodeConFig.Reward and curNodeConFig.Reward > 0 then
-- v = {v[1],math.floor(v[2] * curNodeConFig.Reward)}
-- end
-- table.insert(rewardData,v)
-- end
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this:FormationAdapter()
end
-- 编队数据匹配
function this:FormationAdapter()
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this.fightBtnNum.gameObject:SetActive(false)
this.fightBtnIcon.gameObject:SetActive(false)
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-- if type == 1 then
-- this.fightBtn.text = "挑战"
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-- elseif type == 2 then
-- this.fightBtn.text = "扫荡"
-- end
this.titleText.text = string.format("%s层",configData.wave)
this.power.text = configData.power
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local bossTeaminfo = ConfigManager.GetConfigData(ConfigName.MonsterGroup,configData.Monster)
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for i = 1, #heroListGo do
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if (bossTeaminfo.Contents[1][i]) and bossTeaminfo.Contents[1][i] > 0 then
this.SetCardSingleData(heroListGo[i],bossTeaminfo.Contents[1][i],i)
heroListGo[i]:SetActive(true)
else
heroListGo[i]:SetActive(false)
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end
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,5,1,sortingOrder,false,rewardData)
end
function this.OnSortingOrderChange()
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
end
sortingOrder = self.sortingOrder
end
--设置单个上阵英雄信息
function this.SetCardSingleData(o,monsterId, _pos)
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("bd_xinkapaifan")
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local monsterconfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, monsterId)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterconfig.MonsterId)
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local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
-- local live=Util.GetGameObject(o,"Mask/Live")
local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image")
local starGrid=Util.GetGameObject(o,"StarGrid")
local name=Util.GetGameObject(o,"Name/Text"):GetComponent("Text")
-- local pos=Util.GetGameObject(o,"Pos"):GetComponent("Image")
local yuanImage=Util.GetGameObject(o,"yuanImage")
local hp = Util.GetGameObject(o,"hpProgress/hp"):GetComponent("Image")
local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
local liveName = GetResourcePath(heroConfig.Live)
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroConfig.Id)
local scale = roleConfig.play_liveScale
local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
live.transform.localScale = Vector3.one
live.transform.localPosition = Vector3.zero
local zs = Util.GetGameObject(o, "zs")
local zsName = GetHeroCardStarZs[heroConfig.Star]
if zsName == "" then
zs:SetActive(false)
else
zs:SetActive(true)
zs:GetComponent("Image").sprite = Util.LoadSprite(zsName)
end
yuanImage:SetActive(false)
lv.text=monsterId.level
bg.sprite = Util.LoadSprite(GetHeroCardStarBg[heroConfig.Star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroConfig.Star])
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetCardStars(starGrid,heroConfig.Star)
if heroConfig.Star > 9 then
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
else
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
end
name.text=heroConfig.ReadingName
end
function this:OnClose()
if fun then
fun()
fun = nil
end
for i, v in pairs(liveNodes) do
if v then
poolManager:UnLoadLive(liveNames[i],v)
liveNames[i]= nil
end
end
end
function this:OnDestroy()
end
return this