require("Base/BasePanel") local ChatPanel = Inherit(BasePanel) local this = ChatPanel local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local TabBox = require("Modules/Common/TabBox") local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1), lock = Color.New(130 / 255, 128 / 255, 120 / 255, 1), select = Color.New(243 / 255, 235 / 255, 202 / 255, 1) } local _TabImage = { default = "r_tongyong_xiaanniu_02", lock = "r_tongyong_xiaanniu_02", select = "r_tongyong_xiaanniu_01"} local _TabData = { {text = Language[10366], channel = CHAT_CHANNEL.FRIEND, rpType = RedPointType.Chat_Friend}, {text = Language[10367], channel = CHAT_CHANNEL.FAMILY}, {text = Language[10368], channel = CHAT_CHANNEL.GLOBAL}, {text = Language[10350], channel = CHAT_CHANNEL.SYSTEM}, } -- 当前所在的聊天通道 this._CurChannel = 1 --初始化组件(用于子类重写) function ChatPanel:InitComponent() this.tabbox = Util.GetGameObject(self.gameObject, "tabbox") this.btnBack = Util.GetGameObject(self.gameObject, "btnBack") this.scrollRoot = Util.GetGameObject(self.gameObject, "content/scrollroot") this.friendItem = Util.GetGameObject(self.gameObject, "content/friend") this.systemItem = Util.GetGameObject(self.gameObject, "content/system") this.chatItem = Util.GetGameObject(self.gameObject, "content/chat") this.input = Util.GetGameObject(self.gameObject, "bottom/input") this.inputText = Util.GetGameObject(self.gameObject, "bottom/input/InputField"):GetComponent("InputField") this.btnSend = Util.GetGameObject(self.gameObject, "bottom/input/send") this.noInputTip = Util.GetGameObject(self.gameObject, "bottom/tip") this.playerInfo = Util.GetGameObject(self.gameObject, "playerInfo") this.playerBg = Util.GetGameObject(this.playerInfo, "bg") this.playerHead = Util.GetGameObject(this.playerBg, "head"):GetComponent("Image") this.playerHeadKuang = Util.GetGameObject(this.playerBg, "headkuang"):GetComponent("Image") this.playerLv = Util.GetGameObject(this.playerBg, "lv"):GetComponent("Text") this.playerName = Util.GetGameObject(this.playerBg, "name"):GetComponent("Text") this.playerPower = Util.GetGameObject(this.playerBg, "power"):GetComponent("Text") this.playerInvite = Util.GetGameObject(this.playerBg, "btnInvite") this.playerFriend = Util.GetGameObject(this.playerBg, "btnFriend") -- 上部货币显示 this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft}) end --绑定事件(用于子类重写) function ChatPanel:BindEvent() -- 关闭界面 Util.AddClick(this.btnBack, function() PlaySoundWithoutClick(SoundConfig.Sound_UICancel) -- todo:添加公会界面打开聊天,关闭时跳转至主界面的处理 if this._JumpType == 1 then this:ClosePanel() UIManager.OpenPanel(UIName.MainPanel) else this:ClosePanel() end end) -- 发送消息 Util.AddClick(this.btnSend, function() local content = this.inputText.text ChatManager.RequestSendChatMsg(this._CurChannel, content, function() -- 清空聊天显示 this.inputText.text = "" end) end) -- 关闭玩家信息界面 Util.AddClick(this.playerInfo, function() this.playerInfo:SetActive(false) end) -- 创建一个tab管理 this.TabCtrl = TabBox.New() this.TabCtrl:SetTabAdapter(this.TabAdapter) this.TabCtrl:SetTabIsLockCheck(this.TabIsLockCheck) this.TabCtrl:SetChangeTabCallBack(this.OnTabChange) this.TabCtrl:Init(this.tabbox, _TabData) end --添加事件监听(用于子类重写) function ChatPanel:AddListener() Game.GlobalEvent:AddEvent(GameEvent.Chat.OnChatDataChanged, this.OnChatDataChanged) end --移除事件监听(用于子类重写) function ChatPanel:RemoveListener() Game.GlobalEvent:RemoveEvent(GameEvent.Chat.OnChatDataChanged, this.OnChatDataChanged) end --界面打开时调用(用于子类重写) function ChatPanel:OnOpen(...) -- 参数保存 local args = {...} this._CurTabIndex = args[1] or 3 this._JumpType = args[2] or 1 this._CurChannel = _TabData[this._CurTabIndex].channel end --界面打开或者重新打开后,界面刷新时调用(用于子类重写) function ChatPanel:OnShow() if this.TabCtrl then this.TabCtrl:ChangeTab(this._CurTabIndex or 3) end -- 货币界面 this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) -- 开始定时刷新数据 ChatManager.StartChatDataUpdate() end --界面关闭时调用(用于子类重写) function ChatPanel:OnClose() -- 关闭定时刷新数据 ChatManager.StopChatDataUpdate() end --界面销毁时调用(用于子类重写) function ChatPanel:OnDestroy() -- SubUIManager.Close(this.UpView) this.FriendScrollView = nil this.ChatScrollView = nil this.SystemScrollView = nil -- 资源回收 -- if this.ChatScrollView then -- this.ChatScrollView:RecycleNode() -- this.ChatScrollView = nil -- end -- -- 资源回收 -- if this.SystemScrollView then -- this.SystemScrollView:RecycleNode() -- this.SystemScrollView = nil -- end -- 清除红点绑定 for _, v in ipairs(_TabData) do if v.rpType then ClearRedPointObject(v.rpType) end end end -- tab节点自定义设置 function this.TabAdapter(tab, index, status) local tabLab = Util.GetGameObject(tab, "Text") tabLab:GetComponent("Text").text = _TabData[index].text tabLab:GetComponent("Text").color = _TabFontColor[status] local tabImg = Util.GetGameObject(tab, "Image") tabImg:GetComponent("Image").sprite = Util.LoadSprite(_TabImage[status]) local redpot = Util.GetGameObject(tab, "redpot") if _TabData[index].rpType then BindRedPointObject(_TabData[index].rpType, redpot) else redpot:SetActive(false) end end -- tab锁定检测 function this.TabIsLockCheck(index) local channel = _TabData[index].channel if channel == CHAT_CHANNEL.FAMILY then local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.GUILD) if not isOpen then return true, Language[10369] end if isOpen and PlayerManager.familyId == 0 then return true, Language[10370] end end return false end -- 节点状态改变回调事件 function this.OnTabChange(index, lastIndex) -- 关闭上个界面 if lastIndex then local lastSV = this.GetScrollView(lastIndex) -- if lastIndex ~= 1 then -- lastSV:RecycleNode() -- end lastSV.gameObject:SetActive(false) end -- 打开当前界面 this._CurTabIndex = index local curSV = this.GetScrollView(index) curSV.gameObject:SetActive(true) -- 是否能够发言 this._CurChannel = _TabData[index].channel if this._CurChannel == 1 or this._CurChannel == 2 then if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.CHAT) then this.input:SetActive(true) this.noInputTip:SetActive(false) else this.input:SetActive(false) this.noInputTip:SetActive(true) this.noInputTip:GetComponent("Text").text = Language[10353] end elseif this._CurChannel == 0 or this._CurChannel == 3 then this.input:SetActive(false) this.noInputTip:SetActive(true) this.noInputTip:GetComponent("Text").text = Language[10371] end -- 刷新显示 this.RefreshShow(true) end -- 数据变化回调 function this.OnChatDataChanged(channel) if channel == this._CurChannel then this.RefreshShow(false) end end -- 刷新当前显示 function this.RefreshShow(isForceBottom) -- 刷新数据 local curSV = this.GetScrollView(this._CurTabIndex) local datalist = ChatManager.GetChatList(this._CurChannel) local _GoToIndex = nil if this._CurChannel ~= CHAT_CHANNEL.FRIEND then _GoToIndex = #datalist end curSV:SetData(datalist, function(dataIndex, go) -- 判断是否要显示聊天的时间 local isShowTime = false if dataIndex == 1 then isShowTime = true elseif dataIndex > 1 then local deltaTime = datalist[dataIndex].times - datalist[dataIndex - 1].times isShowTime = deltaTime >= ChatManager.ShowTimeDT end -- 设置数据 local data = datalist[dataIndex] if this._CurChannel == CHAT_CHANNEL.FRIEND then this.FriendItemAdapter(go, data) elseif this._CurChannel == CHAT_CHANNEL.SYSTEM then this.SystemItemAdapter(go, data, isShowTime) else this.ChatItemAdapter(go, data, isShowTime) end end, _GoToIndex) -- 好友数据置顶 if this._CurChannel == CHAT_CHANNEL.FRIEND then curSV:SetIndex(1) end end -- 创建滚动列表 function this.GetScrollView(index) -- 不存在则创建 if index == 1 then -- 判断是否存在 if not this.FriendScrollView then local rootHight = this.scrollRoot.transform.rect.height local sv = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform, this.friendItem, nil, Vector2.New(1080, rootHight - 10), 1, 1, Vector2.New(0, 10)) sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5) sv.moveTween.Strength = 2 -- 保存 this.FriendScrollView = sv end return this.FriendScrollView elseif index == 2 or index == 3 then if not this.ChatScrollView then local rootHight = this.scrollRoot.transform.rect.height local sv = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.scrollRoot.transform, this.chatItem, Vector2.New(1080, rootHight - 10), 1, 10) sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5) sv.moveTween.Strength = 2 -- 保存 this.ChatScrollView = sv end return this.ChatScrollView elseif index == 4 then if not this.SystemScrollView then local rootHight = this.scrollRoot.transform.rect.height local sv = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.scrollRoot.transform, this.systemItem, Vector2.New(1080, rootHight - 10), 1, 10) sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5) sv.moveTween.Strength = 2 -- 保存 this.SystemScrollView = sv end return this.SystemScrollView end end local titleList={} local titleStrList={} -- 好友节点数据匹配 function this.FriendItemAdapter(node, data) -- 获取节点 local bg = Util.GetGameObject(node, "bg") local content = Util.GetGameObject(node, "content"):GetComponent("Text") local name = Util.GetGameObject(node, "name"):GetComponent("Text") local lv = Util.GetGameObject(node, "lv"):GetComponent("Text") local head = Util.GetGameObject(node, "head"):GetComponent("Image") local frame = Util.GetGameObject(node, "headkuang"):GetComponent("Image") local redpot = Util.GetGameObject(node, "redpot") local titlePar =Util.GetGameObject(node, "titlePar") -- 数据匹配 local fdata = GoodFriendManager.GetFriendInfo(data.friendId) content.text = data.content name.text = fdata.name lv.text = fdata.lv head.sprite = GetPlayerHeadSprite(fdata.head) frame.sprite = GetPlayerHeadFrameSprite(fdata.frame) redpot:SetActive(FriendChatManager.IsFriendNewChat(data.friendId)) if titleList[node] then poolManager:UnLoadAsset(titleStrList[node],titleList[node], PoolManager.AssetType.GameObject) titleStrList[node] = nil titleList[node] = nil end local title=fdata.userTitle if title and title>0 then titlePar:SetActive(true) local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,title) local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName) local titleLiveStr = curArtResourcesConfig.Name local titleLive = poolManager:LoadAsset(titleLiveStr, PoolManager.AssetType.GameObject) titleLive.transform:SetParent(titlePar.transform) titleLive.transform.localPosition = Vector3.New(0,0,0) titleLive.transform.localScale = Vector3.New(0.4,0.4,0.4) local sortingorder=0 if this.sortingOrder then -- Util.AddParticleSortLayer(titleLive,this.sortingOrder - sortingorder) -- sortingorder = this.sortingOrder end titleStrList[node]=titleLiveStr titleList[node]=titleLive else titlePar:SetActive(false) end -- 头像添加点击事件 Util.AddOnceClick(bg, function() UIManager.OpenPanel(UIName.FriendChatPanel, data.friendId) end) end -- 系统消息节点数据匹配 function this.SystemItemAdapter(node, data, isShowTime) local time = Util.GetGameObject(node, "time") local bg = Util.GetGameObject(node, "bg") local content = Util.GetGameObject(node, "bg/content"):GetComponent("Text") local sType = Util.GetGameObject(node, "bg/content/type") local sTypeStr = Util.GetGameObject(node, "bg/content/type/Text"):GetComponent("Text") time:SetActive(isShowTime) if isShowTime then time:GetComponent("Text").text = TimeStampToDateStr(tonumber(data.times)/1000) end local sTypeInfo = ChatManager.SYS_MSG_TYPE[data.messageType] if sTypeInfo then sType:SetActive(true) sTypeStr.text = sTypeInfo.name content.text = "   " .. data.msg else sType:SetActive(false) content.text = data.msg end Util.AddOnceClick(bg, function() -- 内容包含异妖的不显示 local pos = string.find(data.msg, Language[10372]) if pos then return end -- 其他的按物品显示 local itemDataConFig = itemConfig[data.itemId] if not itemDataConFig then return end if itemDataConFig.ItemType == ItemType.Hero then local heroConfigData=ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[data.itemId].HeroStar[1]) local showStarNum = string.find(data.msg, Language[10373]) and heroConfigData.MaxRank or itemConfig[data.itemId].HeroStar[2] if showStarNum == HeroManager.awakeStarIndex then--只有觉醒有点击事件 UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,heroConfigData.Id,showStarNum) end elseif itemDataConFig.ItemType == ItemType.Equip then -- UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, data.itemId) local itemData = {} itemData.id = data.itemId UIManager.OpenPanel(UIName.RoleEquipChangePopup, nil, 4, nil, itemData, nil, nil) elseif itemDataConFig.ItemType == ItemType.Talisman then -- UIManager.OpenPanel(UIName.TalismanInfoPopup, data.itemId, 2, 1) else UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, data.itemId) end end) end -- 聊天节点数据匹配 function this.ChatItemAdapter(node, data, isShowTime) local right = Util.GetGameObject(node, "rightchat") local left = Util.GetGameObject(node, "leftchat") local isMyChat = data.senderId == PlayerManager.uid right:SetActive(isMyChat) left:SetActive(not isMyChat) node = isMyChat and right or left local time = Util.GetGameObject(node, "time") local timeLab = Util.GetGameObject(node, "time/Text"):GetComponent("Text") local content = Util.GetGameObject(node, "contentroot/bg/content"):GetComponent("Text") local head = Util.GetGameObject(node, "base/head"):GetComponent("Image") local headKuang = Util.GetGameObject(node, "base/headkuang"):GetComponent("Image") local lv = Util.GetGameObject(node, "base/lv"):GetComponent("Text") local name = Util.GetGameObject(node, "base/name"):GetComponent("Text") local zw = Util.GetGameObject(node, "base/zhiwei") local zwName = Util.GetGameObject(node, "base/zhiwei/Text"):GetComponent("Text") local titlePar =Util.GetGameObject(node, "base/titlePar") -- 判断是否显示时间 time:SetActive(isShowTime) if isShowTime then timeLab.text = TimeStampToDateStr(tonumber(data.times)/1000) end if titleList[node] then poolManager:UnLoadAsset(titleStrList[node],titleList[node], PoolManager.AssetType.GameObject) titleStrList[node] = nil titleList[node] = nil end local contentStr = "" if this._CurChannel == CHAT_CHANNEL.GLOBAL then local chat = ChatManager.AnalysisGlobalChat(data.msg) contentStr = chat.content if chat.type == GLOBAL_CHAT_TYPE.COMMON then Util.AddOnceClick(content.gameObject, function() end) elseif chat.type == GLOBAL_CHAT_TYPE.GUILD_INVITE then Util.AddOnceClick(content.gameObject, function() if PlayerManager.familyId ~= 0 then PopupTipPanel.ShowTip(Language[10374]) return end --local _IsInFight = GuildFightManager.IsInGuildFight() --if _IsInFight then -- PopupTipPanel.ShowTip("公会战期间无法加入公会") -- return --end MsgPanel.ShowTwo(string.format(Language[10375], chat.gName),nil, function() if PlayerManager.level < chat.gLimitLv then PopupTipPanel.ShowTip(Language[10376]) return end if chat.joinType == GUILD_JOIN_TYPE.NO_LIMIT then GuildManager.RequestJoinGuild(chat.gId, function () -- 关闭当前界面 if this._JumpType == 1 then this:ClosePanel() UIManager.OpenPanel(UIName.MainPanel) else this:ClosePanel() end -- 打开公会主城 UIManager.OpenPanel(UIName.GuildMainCityPanel) PopupTipPanel.ShowTip(Language[10377]) end) elseif chat.joinType == GUILD_JOIN_TYPE.LIMIT then GuildManager.RequestApplyManyGuilds({chat.gId}, function() PopupTipPanel.ShowTip(Language[10378]) end) elseif chat.joinType == GUILD_JOIN_TYPE.FORBID then PopupTipPanel.ShowTip(Language[10379]) end end) end) end elseif this._CurChannel == CHAT_CHANNEL.FAMILY then local chat = ChatManager.AnalysisGlobalChat(data.msg) contentStr = chat.content if chat.type == GLOBAL_CHAT_TYPE.COMMON then Util.AddOnceClick(content.gameObject, function() end) elseif chat.type == GLOBAL_CHAT_TYPE.GUILD_REDPACKET then contentStr=chat.content elseif chat.type == GLOBAL_CHAT_TYPE.GUILD_AID then Util.AddOnceClick(content.gameObject, function() JumpManager.GoJump(72001) end) end else contentStr = data.msg end -- 基础信息 content.text = contentStr local title=0 if data.senderId == PlayerManager.uid then lv.text = PlayerManager.level name.text = PlayerManager.nickName head.sprite = GetPlayerHeadSprite(PlayerManager.head) headKuang.sprite = GetPlayerHeadFrameSprite(HeadManager.GetCurFrameId()) title=PlayerManager.GetPlayerDesignation() else lv.text = data.senderlevel name.text = data.senderName head.sprite = GetPlayerHeadSprite(data.head) headKuang.sprite = GetPlayerHeadFrameSprite(data.frame) title=data.userTitle end if title and title>0 then titlePar:SetActive(true) local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,title) local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName) local titleLiveStr = curArtResourcesConfig.Name local titleLive = poolManager:LoadAsset(titleLiveStr, PoolManager.AssetType.GameObject) titleLive.transform:SetParent(titlePar.transform) titleLive.transform.localPosition = Vector3.New(0,0,0) titleLive.transform.localScale = Vector3.New(0.4,0.4,0.4) local sortingorder=0 if this.sortingOrder then -- Util.AddParticleSortLayer(titleLive,this.sortingOrder - sortingorder) -- sortingorder = this.sortingOrder end titleStrList[node]=titleLiveStr titleList[node]=titleLive else titlePar:SetActive(false) end -- 头像添加点击事件 Util.AddOnceClick(head.gameObject, function() -- 自己不做任何操作 if data.senderId ~= PlayerManager.uid then this.playerFriend:SetActive(true) for i,v in pairs(GoodFriendManager.friendAllData) do if(i==data.senderId and v~=nil) then this.playerFriend:SetActive(false) end end --this.ShowPlayerInfo(node, data) UIManager.OpenPanel(UIName.PlayerInfoPopup,data.senderId) end end) zw:SetActive(false) end --- 显示玩家信息 function this.ShowPlayerInfo(node, data) -- 显示 this.playerInfo:SetActive(true) -- 设置位置 local v2 = RectTransformUtility.WorldToScreenPoint(UIManager.camera, node.transform.position) this.playerBg.transform.localPosition = Vector3(v2.x + 200, v2.y, 0) -- 设置内容 this.playerLv.text = data.senderlevel this.playerName.text = data.senderName this.playerPower.text = data.soulVal this.playerHead.sprite = GetPlayerHeadSprite(data.head) this.playerHeadKuang.sprite = GetPlayerHeadFrameSprite(data.frame) -- 邀请加入公会 Util.AddOnceClick(this.playerInvite, function() PopupTipPanel.ShowTip(Language[10380]) end) -- 添加好友 Util.AddOnceClick(this.playerFriend, function() GoodFriendManager.InviteFriendRequest(data.senderId, function() PopupTipPanel.ShowTip(Language[10381]) this.playerInfo:SetActive(false) end) end) end return ChatPanel