require("Base/BasePanel") FormationPanelV2 = Inherit(BasePanel) local this = FormationPanelV2 local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig) local elementalResonanceConfig = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig) local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig) 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 local oldPowerNum = 0 --旧战力 local tempPowerNum=0 --临时战力 -- local liveNodes={}--立绘容器 -- local liveNames={}--立绘名容器 local panelType -- 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", [FORMATION_TYPE.GUILD_DEATHPOS]="Modules/Formation/View/GuildDeathPosFormation", [FORMATION_TYPE.XUANYUAN_MIRROR]="Modules/Formation/View/XuanYuanMirrorFormation", [FORMATION_TYPE.GUILD_TRANSCRIPT]="Modules/Formation/View/GuildTranscriptFormation", } 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, this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(40, 30)) 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, "formTip") -- 上阵元素提示 this.tip = Util.GetGameObject(self.transform, "bottom/tip") this.tip.gameObject:SetActive(false) 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, true,true) 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() Game.GlobalEvent:AddEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower) end function this:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower) end function this:OnSortingOrderChange() -- 设置特效 Util.AddParticleSortLayer(this.effect, self.sortingOrder - orginLayer) for _,o in pairs(heroListGo) do Util.AddParticleSortLayer(o, self.sortingOrder - orginLayer) end orginLayer = self.sortingOrder end function this:OnOpen(_panelType,...) Log("panelType:".._panelType) panelType = _panelType if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then for k,v in pairs(bgListGo) do v:GetComponent("Image").sprite = Util.LoadSprite("bd_xinkapaifan") this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,439.48) end else for k,v in pairs(bgListGo) do v:GetComponent("Image").sprite = Util.LoadSprite("t_chengyuankuang_kuang") this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,414.87) end end -- tempPowerNum=0 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.tip: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(true,true) end function this:OnClose() tempPowerNum = 0 this.formationPower = 0 oldPowerNum = 0 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] -- if liveNodes[o] then -- poolManager:UnLoadLive(liveNames[o], liveNodes[o]) -- liveNames[o] = nil -- end 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(isTop,isAni) proId=0 if this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then this.opView:RrefreshFormation() end --获取当前编队数据 if this.curFormationIndex == FormationTypeDef.EXPEDITION then ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队 end curFormation = FormationManager.GetFormationByID(this.curFormationIndex) --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 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 elseif this.curFormationIndex == FormationTypeDef.XUANYUAN_MIRROR then limitLevel = 0 end --设置上阵英雄信息 this.SetCardsData() --显示英雄列表 this.OnClickTabBtn(proId, isTop,isAni) --战力 this.RefreshPower() end --设置编队上阵英雄信息 function this.SetCardsData() 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 this.formationPower = 0--战力 --元素共鸣 this.ElementalResonanceView:GetElementalType(this.choosedList,1) this.ElementalResonanceView:SetPosition(1) this.InitArmPos() this.InitArmData() --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 if tempPowerNum ~= newPowerNum and tempPowerNum ~= 0 then 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 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 function this.InitArmData() --为每个英雄添加拖动组件 for n = 1, #this.choosedList do local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(this.choosedList,this.choosedList[n].heroId) --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 this.SetCardSingleData(heroListGo[pos],heroId,tonumber(pos), heroData) --战力计算 this.CalculateAllHeroPower(heroData,allHeroTeamAddProVal) --英雄长按 local heroClick=Util.GetGameObject(bgListGo[pos],"DragView"..pos) Util.AddLongPressClick(heroClick, function() UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,nil,this.choosedList,#this.choosedList) end, 0.5) end if this.curFormationIndex == FormationTypeDef.EXPEDITION then-- 远征加圣物战力 this.formationPower = math.floor(this.formationPower * (1 + ExpeditionManager.CalculateallHolyWarPower()/10000)) -- Log("所有圣物战力万分比 "..ExpeditionManager.CalculateallHolyWarPower()) end end --设置单个上阵英雄信息 function this.SetCardSingleData(o, heroId, _pos, _heroData) local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image") 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") if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[_heroData.star]) Util.GetGameObject(o,"hpProgress").gameObject:SetActive(true) Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false) else bg.sprite = Util.LoadSprite(GetHeroCardStarBg[_heroData.star]) Util.GetGameObject(o,"hpProgress").gameObject:SetActive(false) Util.GetGameObject(o,"rageProgress").gameObject:SetActive(false) end local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image") -- local live=Util.GetGameObject(o,"Mask/Live") local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image") local starGrid=Util.GetGameObject(o,"StarGrid") local nameParent = Util.GetGameObject(o,"Name") local name=Util.GetGameObject(nameParent,"Text"):GetComponent("Text") -- local pos=Util.GetGameObject(o,"Pos"):GetComponent("Image") local yuanImage=Util.GetGameObject(o,"yuanImage") local heroData = HeroManager.GetSingleHeroData(heroId) local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage") local liveName = heroData.live local roleConfig = {} if heroData.skinId == 0 then roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroData.heroConfig.Id) else roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroData.skinId) end 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[heroData.star] if zsName == "" then zs:SetActive(false) else zs:SetActive(true) zs:GetComponent("Image").sprite = Util.LoadSprite(zsName) end yuanImage:SetActive(heroData.createtype == 1) if HarmonyManager.IsChangeColor(heroData.dynamicId) then -- body lv.text=""..heroData.lv.."" elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then -- bod print(HarmonyManager.TowerStartLimit) lv.text=""..heroData.lv.."" else lv.text=heroData.lv end fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroData.star]) pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) SetCardStars(starGrid,heroData.star) 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 name.text=GetLanguageStrById(heroData.heroConfig.ReadingName) SetTextVerTial(name.gameObject,Vector3.New(29.24,-7.45,0),nil,nil,8) local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId) hp.fillAmount = curHeroHpVal or 1 hpPass.fillAmount = curHeroHpVal or 1 rage.fillAmount = 0.5 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] end --点击筛选 function this.OnClickTabBtn(_proId, isTop,isAni) 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 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 elseif this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then heros = EndLessMapManager.GetHeroDataByProperty(_proId, limitLevel) heros = EndLessMapManager.GetHeroDataByProperty1(_proId, limitLevel,heros) else if _proId == ProIdConst.All then heros = HeroManager.GetAllHeroDatas(limitLevel) else heros = HeroManager.GetHeroDataByProperty(_proId, limitLevel) end end this.empty:SetActive(#heros<=0) this.SetRoleList(heros, isTop,isAni) end --设置英雄列表数据 function this.SetRoleList(_roleDatas, isTop,isAni) this.SortHeroDatas(_roleDatas) -- local curFormation = FormationManager.formationList[this.curFormationIndex] this.scrollView:SetData(_roleDatas, function(index, go) this.SingleHeroDataShow(go, _roleDatas[index]) end, not isTop,not isAni) end --排序英雄数据 function this.SortHeroDatas(_heroDatas) local choosed = {} local dieHeros = {} local notExisted = {} 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 i = 1, #_heroDatas do if _heroDatas[i].exist and _heroDatas[i].exist == 0 then notExisted[_heroDatas[i].dynamicId] = _heroDatas[i].dynamicId end end for j = 1, #curFormation.teamHeroInfos do local teamInfo = curFormation.teamHeroInfos[j] if teamInfo then choosed[teamInfo.heroId] = j end 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 (notExisted[a.dynamicId] and notExisted[b.dynamicId]) or (not notExisted[a.dynamicId] and not notExisted[b.dynamicId]) then if (dieHeros[a.dynamicId] and dieHeros[b.dynamicId]) or (not dieHeros[a.dynamicId] and not dieHeros[b.dynamicId]) then return this.NaturalSort(sortType == SortTypeConst.Natural,a,b) else return not dieHeros[a.dynamicId] and dieHeros[b.dynamicId] end else return notExisted[a.dynamicId] and not notExisted[b.dynamicId] end else return choosed[a.dynamicId] and not choosed[b.dynamicId] end end) end function this.NaturalSort(isNature,a,b) if isNature 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.warPower == b.warPower then if a.id == b.id then return a.sortId > b.sortId else return a.id > b.id end else return a.warPower > b.warPower 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.warPower == b.warPower then if a.id == b.id then return a.sortId > b.sortId else return a.id > b.id end else return a.warPower > b.warPower 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 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") local yuanImage = Util.GetGameObject(go, "yuanImage") local choosedObj = Util.GetGameObject(go, "choosed") local hpExp = Util.GetGameObject(go, "hpExp") frame.sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star)) icon.sprite=Util.LoadSprite(heroData.icon) if HarmonyManager.IsChangeColor(heroData.dynamicId) then -- body lv.text=""..heroData.lv.."" elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then -- bod lv.text=""..heroData.lv.."" else lv.text=heroData.lv end pro.sprite= Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) SetHeroStars(starGrid, heroData.star,1,Vector2.New(30,30),-8) --血量显示 local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId) yuanImage:SetActive(heroData.createtype == 1) 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 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 if not this.opView.NoUpOrDownFormation then if curHeroHpVal and curHeroHpVal <= 0 then PopupTipPanel.ShowTip(Language[10688]) return end 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 -- 当前可选的最大上阵人数 local maxNum = ActTimeCtrlManager.MaxArmyNum() if LengthOfTable(this.choosedList) >= maxNum then PopupTipPanel.ShowTip(Language[10689]) return end --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[10690]) 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[10689]) return end table.insert(this.choosedList, {heroId = heroData.dynamicId, position=this.GetPos()}) this.SetCardsData(this.choosedList) else PopupTipPanel.ShowTip(Language[10691]) end end) Util.AddLongPressClick(go, function() -- local isChoosed = false for i = 1, #this.choosedList do if this.choosedList[i] and this.choosedList[i].heroId then if this.choosedList[i].heroId == heroData.dynamicId then isChoosed = true end end end if isChoosed then UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,nil,this.choosedList,#this.choosedList) else UIManager.OpenPanel(UIName.RoleInfoPopup, heroData) end 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={} -- for i = 1, 6 do -- if heroListGo[i].gameObject.activeSelf then -- table.insert(data,i,i) -- end -- end local list={} for j = 1, 6 do if not list[j] then 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("被拖动名。。。"..Pointgo.transform.name.." ".." 进入的UI名。。。"..data.pointerEnter.gameObject.name.."") 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 or nameIn == "MaskClick" or nameIn == "btnLab" or nameIn == "Btn0" or nameIn == "Btn1" or nameIn == "Btn2" or nameIn == "Btn3" or nameIn == "Btn4" or nameIn == "ExampleBtn" then 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 end else PopupTipPanel.ShowTip(Language[10691]) 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() if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then this.line.transform:DOAnchorPos(Vector3.New(0,15,0),0) else this.line.transform:DOAnchorPos(Vector3.New(0,30,0),0) end end --战力刷新 function this.RefreshPower() local newPowerNum = this.formationPower if oldPowerNum ~= newPowerNum and oldPowerNum ~= 0 then UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum}) end oldPowerNum = this.formationPower -- this.power.text =this.formationPower -- this.RefreshFormation() 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() if #posArr==0 then PopupTipPanel.ShowTip(Language[10689]) return end local heros = HeroManager.GetAllHeroDatas(limitLevel) --按战力从大到小排序 table.sort(heros,function(a,b) if a.warPower == b.warPower then return a.id>b.id else return a.warPower > b.warPower end end) --修改 upHeroSidTable 静态id 存储 有则跳过 local upHeroSidTable = {} this.order = 0 this.choosedList = {} for j = 1, #this.choosedList do 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 --LogGreen("this.choosedList "..#this.choosedList) 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) this.order = this.order + 1 break end end end end this.SetCardsData() this.OnClickTabBtn(proId,false,false) end --设置无尽副本一键上阵 function this.SetOneKeyCarBonGo() --获取需要上阵的位置 local posArr=this.GetPosList() if #posArr==0 then PopupTipPanel.ShowTip(Language[10689]) return end local heros = HeroManager.GetAllHeroDatas(limitLevel) --按战力从大到小排序 table.sort(heros,function(a,b) if a.warPower == b.warPower then return a.id>b.id else return a.warPower > b.warPower end end) --修改 upHeroSidTable 静态id 存储 有则跳过 local upHeroSidTable = {} this.order = 0 this.choosedList = {} for j = 1, #this.choosedList do 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) local hp = FormationManager.GetFormationHeroHp(this.curFormationIndex,v.dynamicId) if not upHeroSidTable[curSingleherodata.id] and hp > 0 then --LogGreen("this.choosedList "..#this.choosedList) 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) this.order = this.order + 1 break end end end end this.SetCardsData() this.OnClickTabBtn(proId,false,false) end --设置轩辕宝镜一键上阵 function this.SetOneKeyGoWithCondition(Rules) local rulesType = Rules[1][1] local rulesNum = Rules[1][2] local curNum = 0 --获取需要上阵的位置 local posArr=this.GetPosList() if #posArr==0 then PopupTipPanel.ShowTip(Language[10689]) return end local heros = HeroManager.GetAllHeroDatas(limitLevel) --按战力从大到小排序 table.sort(heros,function(a,b) if a.warPower == b.warPower then return a.id>b.id else return a.warPower > b.warPower end end) --修改 upHeroSidTable 静态id 存储 有则跳过 local upHeroSidTable = {} this.order = 0 this.choosedList = {} for j = 1, #this.choosedList do 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 -- --LogGreen("this.choosedList "..#this.choosedList) if #this.choosedList < 6 then for n = 1, #posArr do if rulesType == v.heroConfig.PropertyName and curNum < rulesNum then curNum = curNum + 1 upHeroSidTable[curSingleherodata.id] = curSingleherodata.id table.insert(this.choosedList, {heroId = v.dynamicId, position=posArr[n]}) table.remove(posArr,n) this.order = this.order + 1 break end end end end end for k, v in ipairs(heros) do local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId) if not upHeroSidTable[curSingleherodata.id] then -- --LogGreen("this.choosedList "..#this.choosedList) 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) this.order = this.order + 1 break end end end end this.SetCardsData() this.OnClickTabBtn(proId) end --设置大闹天宫一键上阵 function this.SetOneKeyGoExpedition() --获取需要上阵的位置 local posArr=this.GetPosList() if #posArr==0 then PopupTipPanel.ShowTip(Language[10689]) return end local theros = HeroManager.GetAllHeroDatas(limitLevel) theros = ExpeditionManager.GetAllHeroDatas(theros,limitLevel) --按战力从大到小排序 table.sort(theros,function(a,b) if a.warPower == b.warPower then return a.id>b.id else return a.warPower > b.warPower end end) --修改 upHeroSidTable 静态id 存储 有则跳过 local upHeroSidTable = {} this.order = 0 this.choosedList = {} for j = 1, #this.choosedList do local curSingleherodata = HeroManager.GetSingleHeroData(this.choosedList[j].heroId) upHeroSidTable[curSingleherodata.id] = curSingleherodata.id end for k, v in ipairs(theros) do local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId) local hp = FormationManager.GetFormationHeroHp(this.curFormationIndex,v.dynamicId) if not upHeroSidTable[curSingleherodata.id] and hp > 0 then --LogGreen("this.choosedList "..#this.choosedList) 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) this.order = this.order + 1 break end end end end this.SetCardsData() this.OnClickTabBtn(proId) end return FormationPanelV2