require("Base/BasePanel")
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 tabsImg = {"z_icon_01_zh", "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh","z_icon_qingjinbao"}
local soulPrintData={}
local orginLayer = 0
local orginLayer2 = 0
local isFristOpenTime = Timer.New()
function RoleListPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
this.cardPre = poolManager:LoadAsset("card", PoolManager.AssetType.GameObject)
UIManager.DoLanguageCheck(this.spLoader, this.cardPre)
this.cardPre.transform:SetParent(self.transform)
this.cardPre:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
local starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
starPre.transform:SetParent(Util.GetGameObject(self.transform, "card(Clone)/card/star").transform)
local particles1=starPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles1:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="CGwell FX/Additive Lv1" then
mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
elseif mat.material.shader.name=="UI Particles/Additive" then
mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
end
end
local particles=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="CGwell FX/Additive Lv1" then
mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
elseif mat.material.shader.name=="UI Particles/Additive" then
mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
elseif mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
end
end
local meshs=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
for key, value in pairs(meshs:ToTable()) do
if value.material.shader.name=="Custom/S_03_UV_alpha_add" then
value.material.shader=poolManager:LoadAsset("S_03_uv_alpha_add_1",poolManager.AssetType.Other)
end
end
local meshs2=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
for key, value in pairs(meshs2:ToTable()) do
if value.material.shader.name=="YXZ/Effect/TransparentRim" then
value.material.shader=poolManager:LoadAsset("YXZ_Effect_TransparentRim_1",poolManager.AssetType.Other)
end
end
this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
for i = 0, 6 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/grid/box/Btn" .. i)
local name=Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
name.text=PropertyType[i]
-- if tabsImg[i + 1] then
-- Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(tabsImg[i + 1])
-- end
end
this.ShaiXuanBtn = Util.GetGameObject(self.gameObject, "ShaiXuanBtn")
this.ShaiXuanBtnLv = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Lv")
this.ShaiXuanBtnLv:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_dengjiqiehuan_zh")
this.ShaiXuanBtnQu = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Qu")
this.ShaiXuanBtnQu:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_pingjieqiehuan_zh")
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.haogandu = Util.GetGameObject(self.gameObject, "haogandu")
this.haoganduLv = Util.GetGameObject(this.haogandu, "lv"):GetComponent("Text")
--this.haogandu.gameObject:SetActive(false)
this.haoganduRed = Util.GetGameObject(this.haogandu, "redPoint")
if not this.playerInfoView then
this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
-- this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
--this.playerInfoView.overrideSorting=true
end
this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
--this.UpView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
--this.UpView.overrideSorting=true
local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
this.cardPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2+20), 1, 5, Vector2.New(25,8))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
this.maxk = Util.GetGameObject(self.gameObject, "maxk")
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)
Util.AddClick(this.haogandu, function()
--UIManager.OpenPanel(UIName.LikeAbilityPanel)
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility) then
UIManager.OpenPanel(UIName.LikeAbilityPanel)
else
PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.LikeAbility))
end
end)
CheckRedPointStatus(RedPointType.LikeabilityRed)
BindRedPointObject(RedPointType.LikeabilityRed,this.haoganduRed)
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()
if this.ScrollView then
this.ScrollView:ForeachItemGO(function (index, go)
Util.SetParticleSortLayer(go, self.sortingOrder)
end)
end
orginLayer = self.sortingOrder
if this.BtView then
this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
end
-- -- 头像层级
if this.playerInfoView then
--this.playerInfoView:SetLayer(self.sortingOrder+2)
--SetParticleSortLayer(this.playerInfoView,self.sortingOrder+2)
end
-- if this.UpView then
-- SetParticleSortLayer(this.UpView,self.sortingOrder+2)
-- end
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)
tarHero=HeroManager.GetAllHeroDatas()
teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
this.isFirstOpen=true
this.maxk:SetActive(true)
this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#tarHero)
this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.RoleInfo })
this.BtView:OnOpen(self, {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
-- if this.ScrollView then
-- this.ScrollView:SetIndex(1)
-- end
-- 刷新一次编队战斗力
FormationManager.RefreshMainFormationPower()
this.haogandu.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility))
local totalCurNum,totalLv,totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
this.haoganduLv.text = totalLv
--this.haogandu.gameObject:SetActive(true)--ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility))
end
--组合当前选项数据
function this:GetCurSortHeroListData()
local heros = {}
if proId ~= ProIdConst.All then
heros = HeroManager.GetHeroDataByProperty(proId)
else
heros = tarHero
end
this:SetRoleList(heros)
this:SetSelectBtn()
end
function this:ChangeProId(id)
proId=id
end
--设置英雄列表数据
function this:SetRoleList(_roleDatas)
roleDatas=_roleDatas
this:SortHeroDatas(_roleDatas)
HeroManager.heroSortedDatas = roleDatas
this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#_roleDatas)
this.ScrollView:SetData(_roleDatas, function (index, go)
this.SingleHeroDataShow(go, roleDatas[index])
end)
if this.isFirstOpen then
if isFristOpenTime then
isFristOpenTime:Stop()
isFristOpenTime = nil
end
isFristOpenTime = Timer.New(function()
this.isFirstOpen = false
this.maxk:SetActive(false)
end, 0.8):Start()
end
orginLayer2 =self.sortingOrder
orginLayer = self.sortingOrder
end
function this.SingleHeroDataShow(_go,_heroData)
local heroData = _heroData
SetHeroBg(this.spLoader, Util.GetGameObject(_go.transform, "card"),Util.GetGameObject(_go.transform, "card/bg"),_heroData.star,heroData.heroConfig.Quality,this.sortingOrder + 1)
if HarmonyManager.IsChangeColor(heroData.dynamicId) then
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = ""..heroData.lv..""
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
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = ""..heroData.lv..""
else
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
end
else
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
end
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName)
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.ShowLive))
SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward)
Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
local imageCom=Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("RectTransform")
if heroData.changeProId == 1 or heroData.changeProId == 2 or heroData.changeProId == 3 or heroData.changeProId == 4 then
imageCom.sizeDelta=Vector2.New(30,30)
else
imageCom.sizeDelta=Vector2.New(60,30)
end
imageCom.gameObject:GetComponent("Image").sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader: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)
Util.GetGameObject(_go.transform, "card/core"):SetActive(heroData.heroConfig.Main == 1)
Util.GetGameObject(_go.transform, "card/starnum"):GetComponent("Text").text=_heroData.star.."/".._heroData.maxStar
_go.transform.localScale = Vector3.one * 0.95
local starGrid = Util.GetGameObject(_go.transform, "star")
local starPre = Util.GetGameObject(_go.transform, "starPre")
--Util.ClearChild(starGrid.transform)
local star,starType = heroData.GetStar(1)
local starSize = Vector2.New(32.5,32.5)
local starScale = -10
if starType == 3 then
starSize = Vector2.New(1,-16.12)
starScale = -13.2
elseif starType == 2 then
starSize = Vector2.New(60,57)
end
-- SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
Util.SetParticleSortLayer(starGrid, this.sortingOrder + 1)
--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)
redPoint:SetActive(HeroManager.GetCurHeroIsShowRedPoint(heroData))
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()
this.OnClickEnterHeroInfo(heroData, HeroManager.heroSortedDatas,teamHero[heroData.dynamicId]~=nil)
end)
end
function this:SetSelectBtn()
this.selectBtn.transform:SetParent(tabs[proId].transform)
this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
Util.GetGameObject( this.selectBtn.transform, "Text"):GetComponent("Text").text=Util.GetGameObject( tabs[proId].transform, "Text"):GetComponent("Text").text
end
function this:SortHeroDatas(_heroDatas)
table.sort(_heroDatas, function(a, b)
--如果都在编队或都不在编队
if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or (not teamHero[a.dynamicId] and not teamHero[b.dynamicId]) then
--根据等级排列
if sortType == SortTypeConst.Lv then
--判断等级是否相同
if a.lv == b.lv then
--判断战力是否相同
if a.warPower == b.warPower then
local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
if aGodLv == bGodLv then
---判断星级是否相同
if a.star == b.star then
--返回图鉴排序
return a.heroConfig.Sort < b.heroConfig.Sort
else
return a.star > b.star
end
else
return aGodLv >bGodLv
end
else
return a.warPower > b.warPower
end
else
return a.lv > b.lv
end
--根据品阶排列
elseif sortType==SortTypeConst.Natural then
local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
if aGodLv == bGodLv then
--是否星级相同
if a.star == b.star then
--判断战力是否相同
if a.warPower == b.warPower then
--判断等级是否相同
if a.lv == b.lv then
--返回图鉴排序
return a.heroConfig.Sort < b.heroConfig.Sort
else
return a.lv > b.lv
end
else
return a.warPower > b.warPower
end
else
return a.star > b.star
end
else
return aGodLv >bGodLv
end
end
else
--一个在一个不在先返回在的+不在的
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()
proId=0--面板关闭时 重置筛选按钮为全部
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()
this.spLoader:Destroy()
SubUIManager.Close(this.UpView)
SubUIManager.Close(this.BtView)
this.ScrollView = nil
if this.playerInfoView then
SubUIManager.Close(this.playerInfoView)
this.playerInfoView = nil
end
ClearRedPointObject(RedPointType.LikeabilityRed,this.haoganduRed)
end
return RoleListPanel