miduo_client/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua

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Lua
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require("Base/BasePanel")
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RoleListPanel = Inherit(BasePanel)
local this = RoleListPanel
local sortType = 1 -- 1品阶 2等级
local proId=0--0 全部 1 火 2风 3 水 4 地 5 光 6 暗
local tarHero = {}
local teamHero = {}
local roleDatas={}
this.isFirstOpen=true
local tabs = {}
local soulPrintData={}
local orginLayer = 0
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local orginLayer2 = 0
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local isFristOpenTime = Timer.New()
function RoleListPanel:InitComponent()
this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
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this.cardPre = poolManager:LoadAsset("card", PoolManager.AssetType.GameObject)
UIManager.DoLanguageCheck(this.cardPre)
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this.cardPre.transform:SetParent(self.transform)
this.cardPre:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
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this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
for i = 0, 6 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/grid/Btn" .. i)
end
this.ShaiXuanBtn = Util.GetGameObject(self.gameObject, "ShaiXuanBtn")
this.ShaiXuanBtnLv = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Lv")
this.ShaiXuanBtnQu = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Qu")
this.selectBtn = Util.GetGameObject(self.gameObject, "Tabs/selectBtn")
this.heroNumText = Util.GetGameObject(self.gameObject, "heroNum")
this.ScrollBar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
--this.fenJieBtn:SetActive(false)
this.formationBtn = Util.GetGameObject(self.gameObject, "formationBtn")
this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.cardPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2), 1, 5, Vector2.New(8,5))
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this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
-- 嚣张的头像
this.level = Util.GetGameObject(self.gameObject, "LeftUp/headBox/lvFrame/lv"):GetComponent("Text")
this.playName = Util.GetGameObject(self.gameObject, "LeftUp/headBox/name"):GetComponent("Text")
this.expSliderValue = Util.GetGameObject(self.gameObject, "LeftUp/headBox/exp"):GetComponent("Slider")
this.expSliderValue.transform.localScale = Vector3.New(UIManager.adapterScale, 1, 1)
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this.headBox = Util.GetGameObject(self.gameObject, "LeftUp/headBox")
this.headPos = Util.GetGameObject(self.gameObject, "LeftUp/headBox/headpos")
this.headRedpot = Util.GetGameObject(self.gameObject, "LeftUp/headBox/redpot")
this.teamPower = Util.GetGameObject(self.gameObject, "LeftUp/powerBtn/value"):GetComponent("Text")
this.maxk = Util.GetGameObject(self.gameObject, "maxk")
-- 特权
this.vipPrivilegeBtn = Util.GetGameObject(self.gameObject, "LeftUp/vipPrivilege/vipPrivilegeBtn")
this.vipLevelText = Util.GetGameObject(this.vipPrivilegeBtn, "bg/vip"):GetComponent("Image")
this.vipRedPoint = Util.GetGameObject(self.gameObject, "LeftUp/vipPrivilege/redPoint")
screenAdapte(this.vipPrivilegeBtn)
end
--绑定事件(用于子类重写)
function RoleListPanel:BindEvent()
Util.AddClick(this.BtnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
HeroManager.heroListPanelSortID=SortTypeConst.Natural
HeroManager.heroListPanelProID=ProIdConst.All
UIManager.OpenPanel(UIName.MainPanel)
end)
for i = 0, 6 do
Util.AddClick(tabs[i], function()
if this.isFirstOpen == false then
if i == proId then
proId=ProIdConst.All
HeroManager.heroListPanelProID=ProIdConst.All
else
proId=i
HeroManager.heroListPanelProID=proId
end
this:GetCurSortHeroListData()
end
end)
end
Util.AddClick(this.ShaiXuanBtn, function()
if sortType == SortTypeConst.Lv then
sortType = SortTypeConst.Natural
HeroManager.heroListPanelSortID=SortTypeConst.Natural
else
sortType = SortTypeConst.Lv
HeroManager.heroListPanelSortID=SortTypeConst.Lv
end
this.ShaiXuanBtnLv:SetActive(sortType ~= SortTypeConst.Lv)
this.ShaiXuanBtnQu:SetActive(sortType ~= SortTypeConst.Natural)
this:GetCurSortHeroListData()
end)
Util.AddClick(this.fenJieBtn, function()
UIManager.OpenPanel(UIName.HandBookHeroAndEquipListPanel,1)
--if ActTimeCtrlManager.SingleFuncState(24) then
-- UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel,1)
--else
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(24))
--end
end)
Util.AddClick(this.formationBtn, function()
if ActTimeCtrlManager.SingleFuncState(54) then
-- UIManager.OpenPanel(UIName.FormationSetPanel)
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
else
PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(54))
end
end)
-- 点击你的猪头
Util.AddClick(this.headBox, function ()
UIManager.OpenPanel(UIName.SettingPanel)
end)
BindRedPointObject(RedPointType.Setting, this.headRedpot)
Util.AddClick(this.vipPrivilegeBtn, function()
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UIManager.OpenPanel(UIName.VipPanelV2)
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end)
BindRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
end
--添加事件监听(用于子类重写)
function RoleListPanel:AddListener()
end
--移除事件监听(用于子类重写)
function RoleListPanel:RemoveListener()
end
function this:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer)
this.ScrollView:ForeachItemGO(function (index, go)
Util.AddParticleSortLayer(go, self.sortingOrder - orginLayer)
end)
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orginLayer = self.sortingOrder
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this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
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-- 头像层级
if this.playerHead then
this.playerHead:SetLayer(self.sortingOrder)
end
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end
--界面打开时调用(用于子类重写)
function RoleListPanel:OnShow()
--检测成员红点
CheckRedPointStatus(RedPointType.Role)
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tarHero=HeroManager.GetAllHeroDatas()
teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
this.isFirstOpen=true
this.maxk:SetActive(true)
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this.heroNumText:GetComponent("Text").text=string.format("神将数量:%s",#tarHero)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.RoleInfo })
this.BtView:OnOpen({sortOrder = self.sortingOrder,panelType = PanelTypeView.MemberPanel})
SoundManager.PlayMusic(SoundConfig.BGM_Main)
sortType = HeroManager.heroListPanelSortID
proId = HeroManager.heroListPanelProID
this:GetCurSortHeroListData()
--if ActTimeCtrlManager.SingleFuncState(24) then
-- Util.SetGray(this.fenJieBtn, false)
--else
--Util.SetGray(this.fenJieBtn, true)
--end
if ActTimeCtrlManager.SingleFuncState(54) then
Util.SetGray(this.formationBtn, false)
else
Util.SetGray(this.formationBtn, true)
end
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-- if this.ScrollView then
-- this.ScrollView:SetIndex(1)
-- end
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this.FreshPlayerInfo()
this.SetPlayerHead()
end
-- 刷新玩家信息显示
function this.FreshPlayerInfo()
this.vipLevelText.sprite = VipManager.SetVipLevelImg()
this.level.text = PlayerManager.level
this.expSliderValue.value = PlayerManager.exp / PlayerManager.userLevelData[PlayerManager.level].Exp
this.playName.text = PlayerManager.nickName
this.teamPower.text = FormationManager.GetFormationPower(FormationManager.curFormationIndex)
end
-- 设置头像
function this.SetPlayerHead()
if not this.playerHead then
this.playerHead = SubUIManager.Open(SubUIConfig.PlayerHeadView, this.headPos.transform)
end
this.playerHead:SetHead(PlayerManager.head)
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this.playerHead:SetFrame(HeadManager.GetCurFrameId())
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this.playerHead:SetScale(Vector3.one * 0.9)
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this.playerHead:SetPosition(Vector3.New(-5, 8, 0))
this.playerHead:SetLayer(this.sortingOrder)
this.playerHead:SetEffectScale(0.85)
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end
--组合当前选项数据
function this:GetCurSortHeroListData()
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local heros = {}
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if proId ~= ProIdConst.All then
heros = HeroManager.GetHeroDataByProperty(proId)
else
heros = tarHero
end
this:SetRoleList(heros)
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this:SetSelectBtn()
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end
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--设置英雄列表数据
function this:SetRoleList(_roleDatas)
roleDatas=_roleDatas
this:SortHeroDatas(_roleDatas)
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HeroManager.heroSortedDatas = roleDatas
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this.heroNumText:GetComponent("Text").text=string.format("神将数量:%s",#_roleDatas)
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this.ScrollView:SetData(_roleDatas, function (index, go)
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-- if this.isFirstOpen then
-- go.gameObject:SetActive(false)
-- end
this.SingleHeroDataShow(go, roleDatas[index])
--Log("RoleListPanel::SetRoleList_HeroDataShow____")
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end)
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-- this.ScrollView:SetIndex(#roleDatas)
Log("RoleListPanel::SetRoleList____END")
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if this.isFirstOpen then
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-- this.ScrollView:ForeachItemGO(function (index, go)
-- Timer.New(function ()
-- go.gameObject:SetActive(true)
-- PlayUIAnim(go.gameObject)
-- --将原有同步的数据更新,修改为异步调用
-- -- this.SingleHeroDataShow(go, roleDatas[index])
-- end, 0.03*(index-1)):Start()
-- end)
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if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
isFristOpenTime = Timer.New(function()
this.isFirstOpen = false
this.maxk:SetActive(false)
end, 0.8):Start()
end
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this.ScrollView:ForeachItemGO(function (index, go)
Util.AddParticleSortLayer(go, self.sortingOrder - orginLayer2)
end)
orginLayer2 =self.sortingOrder
orginLayer = self.sortingOrder
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end
function this.SingleHeroDataShow(_go,_heroData)
local heroData = _heroData
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SetHeroBg(Util.GetGameObject(_go.transform, "card"),Util.GetGameObject(_go.transform, "card/bg"),_heroData.star,heroData.heroConfig.Quality)
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
-- body
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
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elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
local temp= HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
if temp.heroTid == 0 and temp.value > 0 then
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-- body
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
else
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
end
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else
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
end
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Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName)
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Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.painting)
-- Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
local redPoint = Util.GetGameObject(_go.transform, "card/redAndLock/redPoint")
Util.GetGameObject(_go.transform, "card/redAndLock/lockImage"):SetActive(heroData.lockState == 1)
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_go.transform.localScale = Vector3.one * 0.95
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local starGrid = Util.GetGameObject(_go.transform, "star")
local starPre = Util.GetGameObject(_go.transform, "starPre")
--Util.ClearChild(starGrid.transform)
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SetHeroStars(starGrid, heroData.star,1,Vector2(32.5,32.5),-10)
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--local cardBtn = Util.GetGameObject(_go.transform, "card(Clone)")
SoulPrintManager.UnLockSoulPrintPos(heroData)
local soulPrintIsOpen = table.nums(SoulPrintManager.hasUnlockPos)>=1
if teamHero[heroData.dynamicId]~=nil then
Util.GetGameObject(_go.transform, "card/choosed"):SetActive(true)
local isCanShowSoulPrintPoint = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. heroData.dynamicId)
soulPrintData = SoulPrintManager.GetSoulPrintAndSort(SoulPrintManager.soulPrintData)
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redPoint:SetActive(HeroManager.GetCurHeroIsShowRedPoint(heroData))
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else
redPoint:SetActive(false)
Util.GetGameObject(_go.transform, "card/choosed"):SetActive(false)
end
--Util.GetGameObject(_go.transform, "card/choosed"):SetActive(teamHero[heroData
-- .dynamicId]~=nil)
Util.AddOnceClick(Util.GetGameObject(_go.transform, "card"), function()
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this.OnClickEnterHeroInfo(heroData, HeroManager.heroSortedDatas,teamHero[heroData.dynamicId]~=nil)
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end)
end
function this:SetSelectBtn()
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this.selectBtn.transform:SetParent(tabs[proId].transform)
this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
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end
function this:SortHeroDatas(_heroDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。
table.sort(_heroDatas, function(a, b)
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if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or (not teamHero[a.dynamicId] and not teamHero[b.dynamicId]) then
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if sortType==SortTypeConst.Lv then
if a.lv ==b.lv then
if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
if a.star == b.star then
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if a.warPower == b.warPower then
if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
return a.heroConfig.Id < b.heroConfig.Id
else
return a.heroConfig.Natural > b.heroConfig.Natural
end
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else
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return a.warPower > b.warPower
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end
else
return a.star > b.star
end
else
return a.heroConfig.Quality > b.heroConfig.Quality
end
else
return a.lv>b.lv
end
elseif sortType==SortTypeConst.Natural then
if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
if a.star == b.star then
if a.lv == b.lv then
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if a.warPower == b.warPower then
if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
return a.heroConfig.Id < b.heroConfig.Id
else
return a.heroConfig.Natural > b.heroConfig.Natural
end
else
return a.warPower > b.warPower
end
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else
return a.lv > b.lv
end
else
return a.star > b.star
end
else
return a.heroConfig.Quality > b.heroConfig.Quality
end
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end
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else
return teamHero[a.dynamicId] and not teamHero[b.dynamicId]
end
end)
end
function this.OnClickEnterHeroInfo(_curhero, _heros,isUpZhen)
UIManager.OpenPanel(UIName.RoleInfoPanel, _curhero, _heros,isUpZhen)
end
function this.GetRoleItemByName(name)
local targetItem
this.ScrollView:ForeachItemGO(function (index, go)
local itemName = Util.GetGameObject(go.transform, "card/name"):GetComponent("Text").text
if Util.GetGameObject(go.transform, "card/choosed").activeInHierarchy then
if not targetItem and name == itemName then
targetItem = go
return
end
end
if not targetItem and name == itemName then
targetItem = go
end
end)
return targetItem
end
--界面关闭时调用(用于子类重写)
function RoleListPanel:OnClose()
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proId=0--面板关闭时 重置筛选按钮为全部
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if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
end
--界面销毁时调用(用于子类重写)
function RoleListPanel:OnDestroy()
SubUIManager.Close(this.UpView)
SubUIManager.Close(this.BtView)
ClearRedPointObject(RedPointType.Setting, this.headRedpot)
ClearRedPointObject(RedPointType.VipPrivilege, this.vipRedPoint)
this.ScrollView = nil
end
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return RoleListPanel