miduo_client/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua

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require("Base/BasePanel")
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FormationPanelV2 = Inherit(BasePanel)
local this = FormationPanelV2
local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
local elementalResonanceConfig = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
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local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
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local orginLayer
local curFormation --打开面板编队信息
this.choosedList={}--选择上阵列表 临时数据
this.curFormationIndex = 1 --当前编队索引
this.trigger={}
local bgListGo={} --上阵背景预设
local heroListGo = {}--英雄上阵预设列表
local maskListGo={} --上阵遮罩
local dragViewListGo={}--dragView预设列表
local effectList = {}--特效列表
local tabs = {}--筛选按钮
local proId=0--0 全部 1 火 2风 3 水 4 地
local limitLevel = 0--猎妖师等级限制
local sortType = 1 -- 1品阶 2等级
this.order=0
local chooseIndex=0
local chooseHeroObj --当前选中英雄
this.formationPower = 0--战力
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local oldPowerNum = 0 --旧战力
local tempPowerNum=0 --临时战力
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-- local liveNodes={}--立绘容器
-- local liveNames={}--立绘名容器
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local panelType
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-- 各个类型编队系统逻辑列表
this.PanelOptionView = {
[FORMATION_TYPE.CARBON] = "Modules/Formation/View/CarbonFormation",
[FORMATION_TYPE.STORY] = "Modules/Formation/View/StoryFormation",
[FORMATION_TYPE.MAIN] = "Modules/Formation/View/MainFormation",
[FORMATION_TYPE.ARENA_DEFEND] = "Modules/Formation/View/ArenaDefendFormation",
[FORMATION_TYPE.ARENA_ATTACK] = "Modules/Formation/View/ArenaAttackFormation",
[FORMATION_TYPE.ARENA_TOP_MATCH] = "Modules/Formation/View/ArenaTopMatchFormation",
[FORMATION_TYPE.ADVENTURE] = "Modules/Formation/View/AdventureFormation",
[FORMATION_TYPE.ADVENTURE_BOSS] = "Modules/Formation/View/AdventureBossFormation",
[FORMATION_TYPE.ELITE_MONSTER] = "Modules/Formation/View/EliteMonsterFormation",
[FORMATION_TYPE.GUILD_DEFEND] = "Modules/Formation/View/GuildFightDefendFormation",
[FORMATION_TYPE.GUILD_ATTACK] = "Modules/Formation/View/GuildFightAttackFormation",
[FORMATION_TYPE.GUILD_BOSS] = "Modules/Formation/View/GuildBossFormation",
[FORMATION_TYPE.MONSTER_CAMP] = "Modules/Formation/View/MonsterCampFormation",
[FORMATION_TYPE.BLOODY_BATTLE] = "Modules/Formation/View/FormFightFormation",
[FORMATION_TYPE.PLAY] = "Modules/Formation/View/PlayWithSBFormation",
[FORMATION_TYPE.EXPEDITION] = "Modules/Formation/View/ExpeditionFormation",
[FORMATION_TYPE.SAVE_FORMATION]="Modules/Formation/View/SaveFormation",
[FORMATION_TYPE.GUILD_CAR_DELEAY]="Modules/Formation/View/GuildCarDeleayFormation",
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[FORMATION_TYPE.GUILD_DEATHPOS]="Modules/Formation/View/GuildDeathPosFormation",
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[FORMATION_TYPE.XUANYUAN_MIRROR]="Modules/Formation/View/XuanYuanMirrorFormation",
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}
function this:InitComponent()
orginLayer=0
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
this.bg = Util.GetGameObject(this.gameObject, "Bg")
this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn")
this.exampleBtn=Util.GetGameObject(this.gameObject,"ExampleBtn")
this.effect = Util.GetGameObject(this.gameObject, "effect")
this.power = Util.GetGameObject(this.gameObject, "Power/Value"):GetComponent("Text")
this.root=Util.GetGameObject(this.gameObject,"Root")
this.roleGrid=Util.GetGameObject(this.gameObject,"RoleGrid")
this.line=Util.GetGameObject(this.gameObject,"RoleGrid/Line")
for i = 1, 6 do
bgListGo[i]=Util.GetGameObject(this.gameObject,"RoleGrid/Bg"..i)
heroListGo[i] = Util.GetGameObject(this.gameObject,"RoleGrid/Bg"..i.."/Hero"..i)
maskListGo[i]=Util.GetGameObject(this.gameObject,"RoleGrid/Mask"..i)
if not dragViewListGo[i] then
dragViewListGo[i] = SubUIManager.Open(SubUIConfig.DragView, bgListGo[i].transform)
end
dragViewListGo[i].gameObject.name="DragView"..i
dragViewListGo[i].gameObject:SetActive(false)
dragViewListGo[i]:SetScrollMouse(false)
this.trigger[i]=Util.GetEventTriggerListener(dragViewListGo[i].gameObject)
this.trigger[i].onPointerDown= this.trigger[i].onPointerDown+this.OnPointerDown
this.trigger[i].onPointerUp= this.trigger[i].onPointerUp+this.OnPointerUp
this.trigger[i].onEndDrag= this.trigger[i].onEndDrag+this.OnEndDrag
this.trigger[i].onDrag=this.trigger[i].onDrag+this.OnDrag
dragViewListGo[i]:SetDragGO(heroListGo[i])
end
--滚动条
this.heroPre = Util.GetGameObject(this.gameObject, "Scroll/HeroPre")
this.empty=Util.GetGameObject(this.gameObject,"Scroll/Empty")
this.scroll = Util.GetGameObject(this.gameObject, "Scroll")
this.scrollBar = Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,
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this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(40, 30))
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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 = 2
--筛选按钮
for i = 0, 4 do
tabs[i] = Util.GetGameObject(this.gameObject, "Tabs/Grid/Btn" .. i)
end
this.selectBtn = Util.GetGameObject(this.gameObject, "Tabs/SelectBtn")
--副本扫荡
this.mopUpGo = Util.GetGameObject(self.transform, "root/showMopUp")
this.btnMpoUpBack = Util.GetGameObject(self.transform, "showMopUp/bg/btnBack")
this.Slider = Util.GetGameObject(self.transform, "showMopUp/bg/Slider")
this.numText = Util.GetGameObject(self.transform, "showMopUp/bg/Slider/numText"):GetComponent("Text")
this.btnMpoUpSure = Util.GetGameObject(self.transform, "showMopUp/bg/btnSure")
this.buyGoNumTex = Util.GetGameObject(self.transform, "showMopUp/bg/buyGo/numText"):GetComponent("Text")
-- 购买次数
this.btnBuyCount = Util.GetGameObject(self.transform, "showMopUp/bg/buyGo/addBtn/GameObject")
-- 底部panel
this.bottom = Util.GetGameObject(self.gameObject, "bottom")
-- 获取按钮
this.btn_1 = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_1")
this.btn_1_lab = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_1/btnLab"):GetComponent("Text")
this.btn_2 = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_2")
this.btn_2_lab = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_2/btnLab"):GetComponent("Text")
-- tip
this.mobTip = Util.GetGameObject(self.gameObject, "bottom/mobtip")
this.costTip = Util.GetGameObject(self.gameObject, "bottom/costtip")
this.failText = Util.GetGameObject(self.gameObject, "bottom/costtip/fail")
-- 精英副本扫荡提示
this.eliteTip = Util.GetGameObject(self.gameObject, "bottom/eliTip")
this.eliteNumNeed = Util.GetGameObject(this.eliteTip, "condition"):GetComponent("Text")
-- 跳过战斗
this.passBattle0 = Util.GetGameObject(self.transform, "bottom/passBattle0")
this.passBattle1 = Util.GetGameObject(self.transform, "bottom/passBattle1")
-- 上阵等级提示
this.formTip = Util.GetGameObject(self.transform, "bottom/formTip")
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-- 上阵元素提示
this.tip = Util.GetGameObject(self.transform, "bottom/tip")
this.tip.gameObject:SetActive(false)
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this.mopUpGo.transform:SetParent(self.gameObject.transform)
this.mopUpGo:SetActive(false)
--元素共鸣
this.ElementalResonanceView = SubUIManager.Open(SubUIConfig.ElementalResonanceView, this.gameObject.transform)
end
function this:BindEvent()
--返回按钮
Util.AddClick(this.backBtn, function()
this:ClosePanel()
end)
--筛选按钮
for i = 0, 4 do
Util.AddClick(tabs[i], function()
if i == proId then
proId=ProIdConst.All
else
proId=i
end
this.OnClickTabBtn(proId)
end)
end
--推荐阵容
Util.AddClick(this.exampleBtn,function()
UIManager.OpenPanel(UIName.FormationExamplePopup)
end)
--通用逻辑调用
Util.AddClick(this.btn_1, function()
if this.opView and this.opView.On_Btn1_Click then
this.opView.On_Btn1_Click(this.curFormationIndex)
end
end)
Util.AddClick(this.btn_2, function()
if this.opView and this.opView.On_Btn2_Click then
this.opView.On_Btn2_Click(this.curFormationIndex)
end
end)
end
function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower)
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end
function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower)
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end
function this:OnSortingOrderChange()
-- 设置特效
Util.AddParticleSortLayer(this.effect, self.sortingOrder - orginLayer)
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for _,o in pairs(heroListGo) do
Util.AddParticleSortLayer(o, self.sortingOrder - orginLayer)
end
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orginLayer = self.sortingOrder
end
function this:OnOpen(_panelType,...)
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panelType = _panelType
if panelType == FORMATION_TYPE.EXPEDITION then
for k,v in pairs(bgListGo) do
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v:GetComponent("Image").sprite = Util.LoadSprite("t_biandui.xuanzhongkuang")
this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,439.48)
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end
else
for k,v in pairs(bgListGo) do
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v:GetComponent("Image").sprite = Util.LoadSprite("t_chengyuankuang_kuang")
this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,414.87)
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end
end
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-- tempPowerNum=0
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this.selectBtn:SetActive(false)
this.passBattle0:SetActive(false)
this.passBattle1:SetActive(false)
this.btn_1:SetActive(false)
this.btn_1:GetComponent("Button").enabled = true
Util.SetColor(this.btn_1, Color.New(1, 1, 1, 1))
this.btn_2:SetActive(false)
this.mobTip:SetActive(false)
this.costTip:SetActive(false)
this.eliteTip:SetActive(false)
this.failText:SetActive(false)
this.formTip:SetActive(false)
this.empty:SetActive(false)
this.opView = require(this.PanelOptionView[_panelType])
this.opView.Init(this, ...)
this.curFormationIndex = this.opView.GetFormationIndex()
FormationManager.currentFormationIndex = this.opView.GetFormationIndex()
SoundManager.PlaySound(SoundConfig.Sound_BattleStart_01)
end
function this:OnShow()
this.ElementalResonanceView:OnOpen({sortOrder=self.sortingOrder})
this.SetDrawLevel()
this.RefreshFormation()
end
function this:OnClose()
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tempPowerNum = 0
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this.formationPower = 0
oldPowerNum = 0
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proId=0--面板关闭时 重置筛选按钮为全部
for i = 1, #this.choosedList do
local pos=this.choosedList[i].position
local o=heroListGo[pos]
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-- if liveNodes[o] then
-- poolManager:UnLoadLive(liveNames[o], liveNodes[o])
-- liveNames[o] = nil
-- end
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end
end
function this:OnDestroy()
SubUIManager.Close(this.UpView)
SubUIManager.Close(this.ElementalResonanceView)
dragViewListGo={}
this.scrollView = nil
end
--刷新编队
function this.RefreshFormation()
proId=0
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if this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then
EndLessMapManager.RrefreshFormation()
end
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--获取当前编队数据
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if this.curFormationIndex == FormationTypeDef.EXPEDITION then
ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队
end
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curFormation = FormationManager.GetFormationByID(this.curFormationIndex)
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--上阵列表赋值
this.choosedList ={}
for j = 1, #curFormation.teamHeroInfos do
local teamInfo = curFormation.teamHeroInfos[j]
-- 加空判断避免不知名错误
if teamInfo then
table.insert(this.choosedList, {heroId =teamInfo.heroId,position=teamInfo.position})
end
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end
this.order = #this.choosedList
-- 妖灵师等级限制
limitLevel = 0
limitLevel = CarbonManager.difficulty == 4 and EndLessMapManager.limiteLevel or 0
if this.curFormationIndex == FormationTypeDef.EXPEDITION then
limitLevel = 20
end
--设置上阵英雄信息
this.SetCardsData()
--显示英雄列表
this.OnClickTabBtn(proId)
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--战力
this.RefreshPower()
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end
--设置编队上阵英雄信息
function this.SetCardsData()
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if this.curFormationIndex == FormationTypeDef.PEOPLE_MIRROR
or this.curFormationIndex == FormationTypeDef.BUDDHIST_MIRROR
or this.curFormationIndex == FormationTypeDef.MAGIC_MIRROR
or this.curFormationIndex == FormationTypeDef.TAOIST_MIRROR then
this.opView.RefreshFormation(this.choosedList)
end
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this.formationPower = 0--战力
--元素共鸣
this.ElementalResonanceView:GetElementalType(this.choosedList,1)
this.ElementalResonanceView:SetPosition(1)
this.InitArmPos()
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this.InitArmData()
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--编队为0显示0战力
if #this.choosedList<=0 then
this.formationPower=0
end
this.power.text=this.formationPower
--飘战力
local newPowerNum = this.formationPower
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if tempPowerNum ~= newPowerNum and tempPowerNum ~= 0 then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = tempPowerNum,newValue = newPowerNum,pos=Vector3.New(-467,837.2),duration=0.7,isShowBg=false,isShowOldNum=false,pivot=Vector2.New(0,0.5)})
end
tempPowerNum = this.formationPower
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end
-- 设置编队上阵位置显隐
function this.InitArmPos()
for i = 1, 6 do
local mask =maskListGo[i]
local info= heroListGo[i]
local limitStr = Util.GetGameObject(mask, "lvLimit"):GetComponent("Text")
local armNum = ActTimeCtrlManager.MaxArmyNum()--最大上阵人数
local canOn = i<= armNum--能上阵
limitStr.text = ActTimeCtrlManager.UnLockCondition(i)
-- 显示解锁条件
mask:SetActive(not canOn)
if #this.choosedList==0 then
info:SetActive(false)
dragViewListGo[i].gameObject:SetActive(false)
end
-- 显示上阵的英雄
local heroData
for j = 1, #this.choosedList do
if i== this.choosedList[j].position then
heroData = HeroManager.GetSingleHeroData(this.choosedList[j].heroId)
if not heroData then
LogError("heroData is not exist! error Did:" .. this.choosedList[j].heroId)
return
end
info:SetActive(true)
dragViewListGo[i].gameObject:SetActive(true)
break
else
info:SetActive(false)
dragViewListGo[i].gameObject:SetActive(false)
end
end
end
end
-- 设置编队上阵数据
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function this.InitArmData()
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--为每个英雄添加拖动组件
for n = 1, #this.choosedList do
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(this.choosedList,this.choosedList[n].heroId)
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--已上阵操作
local pos=this.choosedList[n].position
-- LogBlue("源数据位置信息"..pos.." "..HeroManager.GetSingleHeroData(this.choosedList[n].heroId).id.." "..this.choosedList[n].position)
local heroId = this.choosedList[n].heroId
local heroData = HeroManager.GetSingleHeroData(heroId)
--设置单个上阵英雄信息
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this.SetCardSingleData(heroListGo[pos],heroId,tonumber(pos), heroData)
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--战力计算
this.CalculateAllHeroPower(heroData,allHeroTeamAddProVal)
--英雄长按
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local heroClick=Util.GetGameObject(bgListGo[pos],"DragView"..pos)
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Util.AddLongPressClick(heroClick, function()
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UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
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end, 0.5)
end
end
--设置单个上阵英雄信息
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function this.SetCardSingleData(o, heroId, _pos, _heroData)
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local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
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local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
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")
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if panelType == FORMATION_TYPE.EXPEDITION then
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[_heroData.star])
Util.GetGameObject(o,"hpProgress").gameObject:SetActive(true)
Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false)
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else
bg.sprite = Util.LoadSprite(GetHeroCardStarBg[_heroData.star])
Util.GetGameObject(o,"hpProgress").gameObject:SetActive(false)
Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false)
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end
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local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
-- local live=Util.GetGameObject(o,"Mask/Live")
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local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image")
local starGrid=Util.GetGameObject(o,"StarGrid")
local name=Util.GetGameObject(o,"Name/Text"):GetComponent("Text")
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-- local pos=Util.GetGameObject(o,"Pos"):GetComponent("Image")
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local yuanImage=Util.GetGameObject(o,"yuanImage")
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local heroData=HeroManager.GetSingleHeroData(heroId)
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local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
local liveName = GetResourcePath(heroData.heroConfig.Live)
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroData.heroConfig.Id)
local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
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live.transform.localScale = Vector3.one
live.transform.localPosition = Vector3.zero
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local zs = Util.GetGameObject(o, "zs")
local zsName = GetHeroCardStarZs[heroData.star]
if zsName == "" then
zs:SetActive(false)
else
zs:SetActive(true)
zs:GetComponent("Image").sprite = Util.LoadSprite(zsName)
end
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yuanImage:SetActive(heroData.createtype == 1)
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lv.text=heroData.lv
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fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroData.star])
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pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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SetCardStars(starGrid,heroData.star)
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if heroData.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
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name.text=heroData.heroConfig.ReadingName
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local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
hp.fillAmount = curHeroHpVal or 1
hpPass.fillAmount = curHeroHpVal or 1
rage.fillAmount = 0.5
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end
--战力计算
function this.CalculateAllHeroPower(curHeroData,allHeroTeamAddProVal)
local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
this.formationPower = this.formationPower + allEquipAddProVal[HeroProType.WarPower]
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end
--点击筛选
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)
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if this.curFormationIndex == FormationTypeDef.EXPEDITION then
if _proId == ProIdConst.All then
heros = HeroManager.GetAllHeroDatas(limitLevel)
heros = ExpeditionManager.GetAllHeroDatas(heros,limitLevel)
else
heros = HeroManager.GetHeroDataByProperty(_proId, limitLevel)
heros = ExpeditionManager.GetHeroDataByProperty(heros,_proId, limitLevel)
end
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else
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if _proId == ProIdConst.All then
heros = HeroManager.GetAllHeroDatas(limitLevel)
else
heros = HeroManager.GetHeroDataByProperty(_proId, limitLevel)
end
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end
this.empty:SetActive(#heros<=0)
this.SetRoleList(heros)
end
--设置英雄列表数据
function this.SetRoleList(_roleDatas)
this.SortHeroDatas(_roleDatas)
-- local curFormation = FormationManager.formationList[this.curFormationIndex]
this.scrollView:SetData(_roleDatas, function(index, go)
this.SingleHeroDataShow(go, _roleDatas[index])
end)
end
--排序英雄数据
function this.SortHeroDatas(_heroDatas)
local choosed = {}
local dieHeros = {}
local curFormation = FormationManager.GetFormationByID(this.curFormationIndex)
for i = 1, #_heroDatas do
local heroHp = FormationManager.GetFormationHeroHp(this.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
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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
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if a.warPower == b.warPower then
if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
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else
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return a.warPower > b.warPower
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end
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else
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return a.lv > b.lv
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end
else
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return a.star > b.star
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end
else
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return a.heroConfig.Quality > b.heroConfig.Quality
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end
else
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return a.heroConfig.Natural > b.heroConfig.Natural
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end
else
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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
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if a.warPower == b.warPower then
if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
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else
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return a.warPower > b.warPower
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end
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else
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return a.heroConfig.Natural > b.heroConfig.Natural
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end
else
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return a.star > b.star
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end
else
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return a.heroConfig.Quality > b.heroConfig.Quality
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end
else
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return a.lv > b.lv
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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
--设置每条英雄数据
function this.SingleHeroDataShow(_go, _heroData)
local go=_go
local heroData=_heroData
local frame=Util.GetGameObject(go,"frame"):GetComponent("Image")
local icon=Util.GetGameObject(go, "icon"):GetComponent("Image")
local lv= Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
local pro= Util.GetGameObject(go, "proIcon"):GetComponent("Image")
local starGrid = Util.GetGameObject(go, "star")
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local yuanImage = Util.GetGameObject(go, "yuanImage")
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local choosedObj = Util.GetGameObject(go, "choosed")
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local hpExp = Util.GetGameObject(go, "hpExp")
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frame.sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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icon.sprite=Util.LoadSprite(heroData.icon)
lv.text=heroData.lv
pro.sprite= Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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SetHeroStars(starGrid, heroData.star,1,Vector2.New(30,30),-8)
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--血量显示
local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
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yuanImage:SetActive(heroData.createtype == 1)
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if not curHeroHpVal then
Util.SetGray(go,false)
hpExp:SetActive(false)
else
hpExp:SetActive(true)
hpExp:GetComponent("Slider").value = curHeroHpVal
if curHeroHpVal <= 0 then
Util.SetGray(go,true)
else
Util.SetGray(go,false)
end
end
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choosedObj:SetActive(false)
for i,v in pairs(this.choosedList) do
if(heroData.dynamicId==v.heroId) then
choosedObj:SetActive(true)
end
end
Util.AddOnceClick(go, function()
--已上阵取消勾选
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if not this.opView.NoUpOrDownFormation then
if curHeroHpVal and curHeroHpVal <= 0 then
PopupTipPanel.ShowTip(Language[10691])
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return
end
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for k, v in ipairs(this.choosedList) do
if v.heroId == heroData.dynamicId then
choosedObj:SetActive(false)
this.order=this.order-1
-- LogGreen("当前下阵位置 "..v.position)
chooseIndex=v.position
table.remove(this.choosedList,k)
this.SetCardsData(this.choosedList)
return
end
end
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-- 当前可选的最大上阵人数
local maxNum = ActTimeCtrlManager.MaxArmyNum()
if LengthOfTable(this.choosedList) >= maxNum then
PopupTipPanel.ShowTip(Language[10692])
return
end
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--判断是否上阵相同猎妖师
for k, v in pairs(this.choosedList) do
if HeroManager.GetSingleHeroData(v.heroId).id == heroData.id then
PopupTipPanel.ShowTip(Language[10693])
return
end
end
-- 判断是否有血量
-- if heroHp and heroHp <= 0 then PopupTipPanel.ShowTip("猎妖师重伤,不可上阵!") return end
choosedObj:SetActive(true)
this.order=this.order+1
--自动计算位置 并赋值pos
if this.GetPos()==0 then
PopupTipPanel.ShowTip(Language[10692])
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return
end
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table.insert(this.choosedList, {heroId = heroData.dynamicId, position=this.GetPos()})
this.SetCardsData(this.choosedList)
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else
PopupTipPanel.ShowTip(Language[12206])
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end
end)
Util.AddLongPressClick(go, function()
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
end, 0.5)
end
--计算上阵空余位置 返回最小位置
function this.GetPos()
local data={}
for i = 1, 6 do
if heroListGo[i].gameObject.activeSelf then
table.insert(data,i,i)
end
end
for j = 1, 6 do
if data[j]==nil then
return j
end
if LengthOfTable(data) ==6 then
return 0
end
end
end
--计算上阵空余位置 返回所有位置列表
function this.GetPosList()
local data={}
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-- for i = 1, 6 do
-- if heroListGo[i].gameObject.activeSelf then
-- table.insert(data,i,i)
-- end
-- end
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local list={}
for j = 1, 6 do
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if not list[j] then
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table.insert(list,j)
end
end
return list
end
--拖拽
function this.OnPointerDown(Pointgo,data)--按下
local _j=tonumber(string.sub(Pointgo.transform.name,-1))
local heroObj=Util.GetTransform(Pointgo.transform.parent,"Hero".._j)
heroObj:DOScale(Vector3.one * 1.2, 0.15)
heroObj.transform:SetParent(this.root.transform)
heroObj:GetComponent("Image").raycastTarget = false
end
function this.OnPointerUp(Pointgo,data)--抬起
local _j=tonumber(string.sub(Pointgo.transform.name,-1))
Util.Peer(Pointgo.transform,"Pos").transform:SetAsFirstSibling()
local heroObj=Util.GetTransform(this.gameObject,"Hero".._j)
heroObj:DOScale(Vector3.one * 1, 0.15)
heroObj.transform:SetParent(bgListGo[_j].transform)
heroObj.transform:SetSiblingIndex(1)--SetAsFirstSibling()
heroObj:GetComponent("Image").raycastTarget = false
end
function this.OnEndDrag(Pointgo,data)--结束拖动
local _j=tonumber(string.sub(Pointgo.transform.name,-1))
local heroObj=Util.GetGameObject(this.gameObject,"Hero".._j)
if data.pointerEnter==nil then--防止拖到屏幕外
heroObj.transform:DOAnchorPos(Vector3.one,0)
heroObj.transform:SetParent(bgListGo[_j].transform)
heroObj.transform:SetSiblingIndex(1)
return
end
-- Log("<color=blue>被拖动名。。。</color><color=red>"..Pointgo.transform.name.."</color> ".." <color=blue>进入的UI名。。。</color><color=red>"..data.pointerEnter.gameObject.name.."</color>")
local _i=tonumber(string.sub(data.pointerEnter.gameObject.name,-1))
local nameIn=data.pointerEnter.gameObject.name --进入的UI名
local _num=string.sub(nameIn,5,-1)
local itemName="item".._num
local heroObj=Util.GetGameObject(this.gameObject,"Hero".._j)
heroObj:GetComponent("Image").raycastTarget = true
heroObj.transform:DOScale(Vector3.one * 1, 0.15)
heroObj.transform:DOAnchorPos(Vector3.one,0)
heroObj.transform:SetParent(bgListGo[_j].transform)
heroObj.transform:SetSiblingIndex(1)
if _i==nil then
_i=tonumber(string.sub(Pointgo.transform.name,-1))
end
if nameIn=="DragView".._i then --有人
-- Log("有人")
local curData
local tarData
for i, v in ipairs(this.choosedList) do
if _j==v.position then
curData=v.heroId
end
if _i==v.position then
tarData=v.heroId
end
end
for i, v in ipairs(this.choosedList) do
if _j==v.position then
this.choosedList[i].heroId=tarData
end
if _i==v.position then
this.choosedList[i].heroId=curData
end
end
elseif nameIn=="Bg".._i then --没人
-- Log("没人")
local did
for i, v in ipairs(this.choosedList) do
if _j==v.position then
did=v.heroId
table.remove(this.choosedList,i)
end
end
table.insert(this.choosedList, {heroId = did, position=_i})
elseif nameIn=="ScrollCycleView" or nameIn==itemName then
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if not this.opView.NoUpOrDownFormation then
this.order=this.order-1
for i, v in ipairs(this.choosedList) do
if _j==v.position then
table.remove(this.choosedList,i)
dragViewListGo[_j].gameObject:SetActive(false)
break
end
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end
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else
PopupTipPanel.ShowTip(Language[12206])
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end
end
this.line.gameObject:SetActive(false)
this.SetCardsData()
this.OnClickTabBtn(proId)
end
function this.OnDrag(Pointgo,data)--拖动中
if data.pointerEnter==nil then--拖到屏幕外
this.line.transform:SetParent(this.roleGrid.transform)
this.line.gameObject:SetActive(false)
return
end
local _i=tonumber(string.sub(data.pointerEnter.gameObject.name,-1))
if _i==nil then _i=0 end
local nameIn=data.pointerEnter.gameObject.name --进入的UI名
this.line:SetActive(nameIn=="DragView".._i or nameIn=="Bg".._i)
if nameIn=="DragView".._i then
this.line.transform:SetParent(bgListGo[_i].transform)
elseif nameIn=="Bg".._i then
this.line.transform:SetParent(bgListGo[_i].transform)
else
this.line.transform:SetParent(this.roleGrid.transform)
this.line.gameObject:SetActive(false)
end
this.line.transform:SetAsFirstSibling()
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if panelType == FORMATION_TYPE.EXPEDITION then
this.line.transform:DOAnchorPos(Vector3.New(0,15,0),0)
else
this.line.transform:DOAnchorPos(Vector3.New(0,30,0),0)
end
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end
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--战力刷新
function this.RefreshPower()
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local newPowerNum = this.formationPower
if oldPowerNum ~= newPowerNum and oldPowerNum ~= 0 then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
end
oldPowerNum = this.formationPower
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-- this.power.text =this.formationPower
-- this.RefreshFormation()
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end
-- 设置扫荡显示的层级
function this.SetDrawLevel()
local go = this.ElementalResonanceView.gameObject
local canvas = go:GetComponent("Canvas")
canvas.overrideSorting = false
end
--设置一键上阵
function this.SetOneKeyGo()
--获取需要上阵的位置
local posArr=this.GetPosList()
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-- for i = 1, #posArr do
-- Log("可上阵位置索引"..posArr[i])
-- end
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if #posArr==0 then
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PopupTipPanel.ShowTip(Language[10692])
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return
end
local heros = HeroManager.GetAllHeroDatas(limitLevel)
--按战力从大到小排序
table.sort(heros,function(a,b)
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-- local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower]
-- local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower]
-- if aWarPower==bWarPower then
-- return a.id>b.id
-- else
-- return aWarPower>bWarPower
-- end
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if a.warPower == b.warPower then
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return a.id>b.id
else
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return a.warPower > b.warPower
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end
end)
--遍历英雄 去除已上阵英雄
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-- for j = 1, #this.choosedList do
-- for k, v in ipairs(heros) do
-- if HeroManager.GetSingleHeroData(v.dynamicId).id== HeroManager.GetSingleHeroData(this.choosedList[j].heroId).id then
-- table.remove(heros,k)
-- break
-- end
-- end
-- end
-- if #heros == 0 then
-- return
-- end
--修改 upHeroSidTable 静态id 存储 有则跳过
local upHeroSidTable = {}
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this.order = 0
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this.choosedList = {}
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for j = 1, #this.choosedList do
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local curSingleherodata = HeroManager.GetSingleHeroData(this.choosedList[j].heroId)
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
end
for k, v in ipairs(heros) do
local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId)
if not upHeroSidTable[curSingleherodata.id] then
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LogGreen("this.choosedList "..#this.choosedList)
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if #this.choosedList < 6 then
for n = 1, #posArr do
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
table.insert(this.choosedList, {heroId = v.dynamicId, position=posArr[n]})
table.remove(posArr,n)
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this.order = this.order + 1
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break
end
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end
end
end
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--缺几个空位 就上几个空位
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-- for n = 1, #posArr do
-- table.insert(this.choosedList, {heroId = heros[n].dynamicId, position=posArr[n]})
-- end
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-- this.order=this.order+#posArr
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this.SetCardsData()
this.OnClickTabBtn(proId)
end
return FormationPanelV2