require("Base/BasePanel") require("Base/Stack") require("Modules.Battle.Config.PokemonEffectConfig") local BattleView = require("Modules/Battle/View/BattleView") local GuideBattleLogic = require("Modules/Battle/View/GuideBattleLogic") GuideBattlePanel = Inherit(BasePanel) local this = GuideBattlePanel local timeCount local endFunc local isBack = false --是否为战斗回放 local fightType -- 1关卡 2副本 3限时怪, 5兽潮, 6新关卡, 7公会boss local orginLayer --初始化组件(用于子类重写) function this:InitComponent() this.spLoader = SpriteLoader.New() BattleView:InitComponent(self, self.gameObject) orginLayer = 0 this.BG = Util.GetGameObject(self.gameObject, "BG") this.UpRoot = Util.GetGameObject(self.gameObject, "UpRoot") this.Option = Util.GetGameObject(this.UpRoot, "option") this.DownRoot = Util.GetGameObject(self.gameObject, "DownRoot") this.roundText = Util.GetGameObject(this.Option, "timeCount"):GetComponent("Text") this.orderText = Util.GetGameObject(this.Option, "order/text"):GetComponent("Text") this.BtnTimeScale = Util.GetGameObject(this.DownRoot, "option/BtnTimeScale") this.ButtonLock = Util.GetGameObject(this.DownRoot, "option/Button/lock") this.BtnGM = Util.GetGameObject(this.DownRoot, "option/Button") this.submit = Util.GetGameObject(this.DownRoot, "bg") this.DefResult = Util.GetGameObject(this.UpRoot, "result") this.AtkResult = Util.GetGameObject(this.DownRoot, "result") this.damagePanel = Util.GetGameObject(this.UpRoot, "damage") this.damageBoxBg = Util.GetGameObject(this.damagePanel, "bg") this.damageBoxIcon = Util.GetGameObject(this.damagePanel, "bg/iconRoot/icon"):GetComponent("Image") this.damageBoxLevel = Util.GetGameObject(this.damagePanel, "lv"):GetComponent("Text") this.damageProgress = Util.GetGameObject(this.damagePanel, "progress/Fill") this.damageText = Util.GetGameObject(this.damagePanel, "progress/Text"):GetComponent("Text") end --绑定事件(用于子类重写) function this:BindEvent() Util.AddLongPressClick(this.submit, function() BattleRecordManager.SubmitBattleRecord() end, 0.5) Util.AddClick(this.BtnGM, function () if BattleManager.IsCanOperate() and not BattleLogic.IsEnd then BattleView.EndBattle() BattleLogic.IsEnd = true end end) end --添加事件监听(用于子类重写) function this:AddListener() end --移除事件监听(用于子类重写) function this:RemoveListener() end function this:OnSortingOrderChange() Util.AddParticleSortLayer(this.gameObject, this.sortingOrder - orginLayer) orginLayer = this.sortingOrder BattleView:OnSortingOrderChange(this.sortingOrder) end --界面打开时调用(用于子类重写) function this:OnOpen(_fightData, _endFunc, guideType) GuideBattleLogic:Init(guideType) BattleView:OnOpen(_fightData) this.guideType = guideType endFunc = _endFunc fightType = BATTLE_TYPE.Test --判定战斗类型 if _fightData.bg then this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg) else this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(BattleManager.GetBattleBg(fightType)) end this.BtnGM:SetActive(true) this.ButtonLock:SetActive(false) this.BtnTimeScale:SetActive(false) this.damagePanel:SetActive(false) -- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function() SoundManager.PlayMusic(SoundConfig.BGM_Battle_2, false) -- end) this.fightResult = nil -- 清空名字数据 this.DefResult:SetActive(false) this.AtkResult:SetActive(false) -- 开始战斗 BattleView:StartBattle() this.InitPanelData() end -- 初始化 function this.InitPanelData() this.InitOption() end function this.InitOption() --显示倒计时 local curRound, maxRound = BattleLogic.GetCurRound() this.roundText.text = string.format(Language[10211], curRound, maxRound) -- 初始化战斗时间,刷新前端显示 Time.timeScale = BATTLE_TIME_SCALE_ONE end function this.SwitchTimeScale() local _scale = BattleManager.GetTimeScale() local child = this.BtnTimeScale.transform.childCount - 3 -- 3倍速时-2 local s = "x".. math.floor(_scale) for i=1, child do local g = this.BtnTimeScale.transform:GetChild(i-1).gameObject g:SetActive(g.name == s) end end function this.BattleEnd(result) BattleManager.PauseBattle() -- 强制停止倍速 Time.timeScale = 1 -- 设置音效播放的速度 SoundManager.SetAudioSpeed(1) --用一个变量接收最近的战斗结果 this.lastBattleResult = { result = result, hpList = {}, drop = {}, } -- 战斗结束时,如果元素光环面板还开着,则先关闭 if UIManager.IsOpen(UIName.ElementPopup) then UIManager.ClosePanel(UIName.ElementPopup) end -- 检测需要在战斗结束时显示的引导 GuideBattleLogic:OnBattleEnd(function() -- 直接显示结果 this:ClosePanel() end) end function this.OnBattleStart(order) --显示波次 GuideBattleLogic:OnBattleStart() end function this.OnOrderChanged(order) --显示波次 this.orderText.text = string.format("%d/%d", order, BattleLogic.TotalOrder) end -- 战斗回合变化回调 this.curRound = 1 function this.OnRoundChanged(round) -- 轮数变化 this.curRound = round --显示波次 local curRound, maxRound = BattleLogic.GetCurRound() this.roundText.text = string.format(Language[10211], curRound, maxRound) --显示波次 GuideBattleLogic:OnRoundChanged(round) end -- 角色轮转回调 function this.RoleTurnChange(role) GuideBattleLogic:RoleTurnChange(this.curRound, role) end -- 由BattleView驱动 function this.OnUpdate() end --界面关闭时调用(用于子类重写) function this:OnClose() BattleView:OnClose() if endFunc then endFunc(this.lastBattleResult) end end --界面销毁时调用(用于子类重写) function this:OnDestroy() BattleView:OnDestroy() this.spLoader:Destroy() end return GuideBattlePanel