miduo_client/Assets/ManagedResources/~Lua/Modules/Formation/FormationEditPopup.lua

444 lines
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Lua
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require("Base/BasePanel")
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FormationEditPopup = Inherit(BasePanel)
local this = FormationEditPopup
local chooseIndex=0
local choosedList={}
local deleteList={}
local curFormationIndex
local order=0
-- local orderImageTextList={}
-- 妖灵师等级限制显示
local _LimitLevel = 0
local _LimitNum = 0
local _BloodList = nil
-- local curFormation
local sortType = 1 -- 1品阶 2等级
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local proId=0--0 全部 1 火 2风 3 水 4 地 5时空
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local tabs = {}--筛选按钮
local maxNum =5 --最大上阵人数
local goList={} --当前英雄对应预设的集合
local func=nil --回调
local healHero = {}--需要忽略的神将id
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function FormationEditPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.mask = Util.GetGameObject(this.gameObject, "BgMask")
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this.BtnBack = Util.GetGameObject(this.gameObject, "bg/btnBack")
this.BtnSure = Util.GetGameObject(this.gameObject, "bg/btnSure")
this.allBtn=Util.GetGameObject(this.gameObject,"bg/allBtn")
this.cardPre = Util.GetGameObject(this.gameObject, "item")
this.grid = Util.GetGameObject(this.gameObject, "bg/scroll")
this.desc=Util.GetGameObject(this.gameObject,"bg/desc"):GetComponent("Text")
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local particles=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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--筛选按钮
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for i = 0, 5 do
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tabs[i] = Util.GetGameObject(this.gameObject, "bg/Tabs/Grid/Btn" .. i)
end
this.selectBtn = Util.GetGameObject(this.gameObject, "bg/Tabs/SelectBtn")
this.ShaiXuanBtn = Util.GetGameObject(self.gameObject, "bg/ShaiXuanBtn")
this.ShaiXuanBtnLv = Util.GetGameObject(self.gameObject, "bg/ShaiXuanBtn/Lv")
this.ShaiXuanBtnQu = Util.GetGameObject(self.gameObject, "bg/ShaiXuanBtn/Qu")
this.ScrollBar = Util.GetGameObject(self.gameObject, "bg/Scrollbar"):GetComponent("Scrollbar")
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "scroll").transform,
this.cardPre, this.ScrollBar, Vector2.New(927.5, 927), 1, 5, Vector2.New(19.32, 40))
this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
this.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
-- this.isHaveInTeam = false
healHero = string.split(ConfigManager.GetConfigDataByKey(ConfigName.SpecialConfig,"Id",86).Value,"|")
end
--是否是治疗神将
function FormationEditPopup:isNotHealHero(hero)
for i = 1, #healHero do
if hero.id == tonumber(healHero[i]) then
return false
end
end
return true
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end
function FormationEditPopup:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
self:ClosePanel()
end)
Util.AddClick(this.mask, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
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self:ClosePanel()
end)
--选定按钮
Util.AddClick(this.BtnSure, function()
local go=function()
local heros={}
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for i, v in ipairs(choosedList) do
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local hero = {}
hero.heroId = v.did
hero.position = #choosedList + 1
table.insert(heros,hero)
end
table.sort(heros,function (a,b)
return HeroManager.GetSingleHeroData(a.heroId).warPower > HeroManager.GetSingleHeroData(b.heroId).warPower
end)
for i = 1, #heros do
heros[i].position = i
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end
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if #choosedList <= maxNum and #choosedList > 0 then
NetManager.TrialHeroInfoSaveRequest(heros,function(msg)
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PopupTipPanel.ShowTip(Language[10670])
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local heros = msg.heroes
if heros and #heros > 1 then
table.sort(heros,function (a,b)
return a.position < b.position
end)
end
MapManager.trialHeroInfo = heros
if func~=nil then --保存完毕后 将英雄did合集传递过去 此时我拥有这些英雄 不用担心英雄已被删除
func(heros)
end
PlayerPrefs.SetInt(PlayerManager.uid.."Trial",1)--设置森罗红点关
CheckRedPointStatus(RedPointType.Trial)
self:ClosePanel()
end)
else
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PopupTipPanel.ShowTip(Language[10671])
end
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end
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if #choosedList < maxNum and #choosedList > 0 then
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MsgPanel.ShowTwo(Language[10672], nil, function()
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go()
end)
else
go()
end
end)
--一键选择
Util.AddClick(this.allBtn,function()
for i, v in pairs(goList) do --先关闭全部选择项 清空选择列表
Util.GetGameObject(v, "choosed"):SetActive(false)
end
choosedList={}
--按战力从大到小排序
local heros = {}
if proId == ProIdConst.All then
heros = HeroManager.GetAllHeroDatas(_LimitLevel)
else
heros = HeroManager.GetHeroDataByProperty(proId, _LimitLevel)
end
table.sort(heros,function(a,b)
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local aWarPower = HeroPowerManager.GetHeroPower(a.dynamicId)
local bWarPower = HeroPowerManager.GetHeroPower(b.dynamicId)
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if aWarPower==bWarPower then
return a.id>b.id
else
return aWarPower>bWarPower
end
end)
--将战力前5英雄选中赋值
for index, value in ipairs(heros) do
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local go
local isNotHeal = self:isNotHealHero(heros[index])
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for k, v in pairs(goList) do
if k and heros[index] and k==heros[index].dynamicId and isNotHeal then --goList的键值是英雄did 若它与当前英雄列表中的did相等
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go=Util.GetGameObject(v, "choosed")
go.gameObject:SetActive(true)
end
end
order=order+1
if heros[index] and isNotHeal then --若存在该索引 就插入数据当我筛选某一元素时该元素英雄长度可能不为5
table.insert(choosedList,{did = heros[index].dynamicId, choosed = go,position=order})
end
if #choosedList == 5 then
break
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end
end
this.RefreshDesc()
end)
--筛选按钮
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for i = 0, 5 do
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Util.AddClick(tabs[i], function()
if i == proId then
proId=ProIdConst.All
else
proId=i
end
this.OnClickTabBtn(proId)
end)
end
--品阶等级筛选
Util.AddClick(this.ShaiXuanBtn, function()
if sortType == SortTypeConst.Lv then
sortType = SortTypeConst.Natural
else
sortType = SortTypeConst.Lv
end
this.ShaiXuanBtnLv:SetActive(sortType ~= SortTypeConst.Lv)
this.ShaiXuanBtnQu:SetActive(sortType ~= SortTypeConst.Natural)
this.OnClickTabBtn(proId)
end)
end
function FormationEditPopup:AddListener()
end
function FormationEditPopup:RemoveListener()
end
function FormationEditPopup:OnOpen(...)
local args={...}
func=args[1]
choosedList ={}
order = 0--#curFormation.teamHeroInfos
sortType = SortTypeConst.Lv
proId = ProIdConst.All
this.OnClickTabBtn(proId)
this.ShaiXuanBtnLv:SetActive(sortType ~= SortTypeConst.Lv)
this.ShaiXuanBtnQu:SetActive(sortType ~= SortTypeConst.Natural)
end
function FormationEditPopup:OnClose()
end
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function FormationEditPopup:OnSortingOrderChange()
this.ScrollView:ForeachItemGO(function(index, go)
Util.SetParticleSortLayer(go,this.sortingOrder + 1)
end)
end
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function FormationEditPopup:OnDestroy()
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this.spLoader:Destroy()
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this.ScrollView = nil
end
--点击页签__根据sortType和职业属性/类型进行排序
function this.OnClickTabBtn(_proId)
local heros
this.selectBtn:SetActive(proId ==_proId)
this.selectBtn.transform:SetParent(tabs[_proId].transform)
this.selectBtn.transform:DOAnchorPos(Vector3.zero,0)
this.selectBtn.transform:DOScale(Vector3.one,0)
if _proId == ProIdConst.All then
heros = HeroManager.GetAllHeroDatas(_LimitLevel)
else
heros = HeroManager.GetHeroDataByProperty(_proId, _LimitLevel)
end
this.SetRoleList(heros)
this.RefreshDesc()
end
--设置英雄列表数据
function this.SetRoleList(_roleDatas)
this:SortHeroDatas(_roleDatas)
goList={}
this.ScrollView:SetData(_roleDatas, function(index, go)
this.SingleHeroDataShow(go, _roleDatas[index])
end)
end
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--设置单个英雄数据
function this.SingleHeroDataShow(_go, _heroData)
local heroData = _heroData
local go = _go
goList[heroData.dynamicId]=go
local choosed = Util.GetGameObject(go, "choosed")
choosed:SetActive(false)
for i,v in ipairs(choosedList) do
if(heroData.dynamicId==v.did) then
choosed:SetActive(true)
end
end
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Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.icon)
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Util.GetGameObject(go, "lv/Text"):GetComponent("Text").text = heroData.lv
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Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.icon)
Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
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--剩余血量 无尽副本才显示
local hpExp = Util.GetGameObject(go, "hpExp")
local heroHp = FormationManager.GetFormationHeroHp(curFormationIndex, heroData.dynamicId)
local starGrid = Util.GetGameObject(go, "star")
local starPre = Util.GetGameObject(go, "starPre")
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local star,starType = heroData.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType)
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local effect=SetHeroFlyEffect(Util.GetGameObject(go, "GameObject"),this.spLoader,heroData.star,this.sortingOrder + 1,1,3)
if effect then
local particles=effect:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
end
end
end
local meshs1=starGrid:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(meshs1:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="UI Particles/Additive" then
mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
end
end
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Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
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this.SetHeroBlood(hpExp, heroHp, go)
-- Click On
Util.AddOnceClick(go, function()
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-- if heroData.changeProId==5 then
-- PopupTipPanel.ShowTip("神系必须转换其他阵营才能上阵")
-- return
-- end
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for k, v in ipairs(choosedList) do
if v.did == heroData.dynamicId then
--选择的条目已存在移除选择的item
choosed:SetActive(false)
table.remove(choosedList,k)
order=order-1
chooseIndex=v.position
for i,v in ipairs(choosedList) do
if(choosedList[i].position>chooseIndex) then
choosedList[i].position=v.position-1
end
end
this.RefreshDesc()
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return
end
end
-- 当前可选的最大上阵人数
if #choosedList >= maxNum then
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PopupTipPanel.ShowTip(Language[10673])
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return
end
-- 判断是否有血量
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if heroHp and heroHp <= 0 then PopupTipPanel.ShowTip(Language[10674]) return end
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choosed:SetActive(true)
order=order+1
table.insert(choosedList, {did = heroData.dynamicId, choosed = choosed, position=order})
choosedList[heroData.dynamicId] = choosed
this.RefreshDesc()
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end)
Util.AddLongPressClick(go, function()
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
end, 0.5)
end
--刷新描述信息
function this.RefreshDesc()
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this.desc.text=string.format(Language[10675],maxNum,#choosedList,maxNum)
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end
-- 设置妖灵师血量
function this.SetHeroBlood(hpExp, heroHp, go)
if heroHp then
hpExp:SetActive(true)
hpExp:GetComponent("Slider").value = heroHp
Util.SetGray(go, heroHp <= 0)
else
hpExp:SetActive(false)
end
end
function this:SortHeroDatas(_heroDatas)
local choosed = {}
local dieHeros = {}
-- local curFormation = FormationManager.GetFormationByID(curFormationIndex)
for i = 1, #_heroDatas do
local heroHp = FormationManager.GetFormationHeroHp(curFormationIndex, _heroDatas[i].dynamicId)
if heroHp then
if heroHp <= 0 then
dieHeros[_heroDatas[i].dynamicId] = _heroDatas[i].dynamicId
end
end
end
-- for j = 1, #curFormation.teamHeroInfos do
-- local teamInfo = curFormation.teamHeroInfos[j]
-- choosed[teamInfo.heroId] = j
-- end
table.sort(_heroDatas, function(a, b)
if (choosed[a.dynamicId] and choosed[b.dynamicId]) or
(not choosed[a.dynamicId] and not choosed[b.dynamicId])
then
if (dieHeros[a.dynamicId] and dieHeros[b.dynamicId]) or
(not dieHeros[a.dynamicId] and not dieHeros[b.dynamicId])
then
if sortType == SortTypeConst.Natural then
if a.heroConfig.Natural == b.heroConfig.Natural then
if a.heroConfig.Quality == b.heroConfig.Quality then
if a.star == b.star then
if a.lv == b.lv then
if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
else
return a.lv > b.lv
end
else
return a.star > b.star
end
else
return a.heroConfig.Quality > b.heroConfig.Quality
end
else
return a.heroConfig.Natural > b.heroConfig.Natural
end
else
if a.lv == b.lv then
if a.heroConfig.Quality == b.heroConfig.Quality then
if a.star == b.star then
if a.heroConfig.Natural == b.heroConfig.Natural then
if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
else
return a.heroConfig.Natural > b.heroConfig.Natural
end
else
return a.star > b.star
end
else
return a.heroConfig.Quality > b.heroConfig.Quality
end
else
return a.lv > b.lv
end
end
else
return not dieHeros[a.dynamicId] and dieHeros[b.dynamicId]
end
else
return choosed[a.dynamicId] and not choosed[b.dynamicId]
end
end)
end
function this.OnClickEnterHeroInfo(_curhero, _heros)
UIManager.OpenPanel(UIName.RoleInfoPanel, _curhero, _heros)
end
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return FormationEditPopup