641 lines
29 KiB
Lua
641 lines
29 KiB
Lua
require("Base/BasePanel")
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ExpeditionMainPanel = Inherit(BasePanel)
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local nodeGrid = {}
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local nodeItemGrid = {}
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local boxList={}--宝箱按钮
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local BoxItemPres = {}
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local timer = Timer.New()
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local allBoxData , curPassLay
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local live2dList = {}
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local npc = ""
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local GetCurNodeInfo = {}--当前操作层数据
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local SkeletonGraphic--动画组件
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local isPlayerMove = false--是否在播放人物行走动画
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local isFirstOnOpen = false--是否是经过onopen 打开界面 只有此时才会刷新数据
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local isAllHaveAttack = false--是否有状态不一致情况 说明不是失败过 就是未领取圣物状态
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local curNodeGo
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local nodeGoTable = {}
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local timer2 = Timer.New()
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--初始化组件(用于子类重写)
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function ExpeditionMainPanel:InitComponent()
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self.backBtn = Util.GetGameObject(self.gameObject, "btnBack")
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self.Btn1 = Util.GetGameObject(self.gameObject, "Btn1")
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self.Btn2 = Util.GetGameObject(self.gameObject, "Btn2")
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self.Btn3 = Util.GetGameObject(self.gameObject, "Btn3")
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self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
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self.helpPos = Util.GetGameObject(self.gameObject, "helpBtn"):GetComponent("RectTransform").localPosition
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--self.timeTextGo = Util.GetGameObject(self.gameObject, "titleImage/timeText")
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--self.timeText = Util.GetGameObject(self.gameObject, "titleImage/timeText"):GetComponent("Text")
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nodeGrid = {}
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nodeItemGrid = {}
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for i = 1, 1 do
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nodeGrid[i] = Util.GetGameObject(self.gameObject, "rect/grid/singlePre ("..i..")")
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local nodeGridItemsGri = {}
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for j = 1, 3 do
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nodeGridItemsGri[j] = Util.GetGameObject(nodeGrid[i], "itemList/item ("..j..")")
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end
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nodeItemGrid[i] = nodeGridItemsGri
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end
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self.RewardPanel = Util.GetGameObject(self.transform, "boxRwardBg/RewardPanel")
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self.rewardMaskBtn = Util.GetGameObject(self.transform, "boxRwardBg/RewardPanel/rewardMaskBtn")
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self.boxItemGrid = Util.GetGameObject(self.transform, "boxRwardBg/RewardPanel/ViewRect/grid").transform
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self.progressBottom = Util.GetGameObject(self.transform, "boxRwardBg/progressBottom/Image"):GetComponent("Image")
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self.totalPro = Util.GetGameObject(self.transform, "boxRwardBg/totalPro"):GetComponent("Text")
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self.getInfo = Util.GetGameObject(self.transform, "boxRwardBg/RewardPanel/getInfo"):GetComponent("Text")
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self.mask = Util.GetGameObject(self.gameObject, "mask")
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self.mask:SetActive(false)
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boxList={}
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BoxItemPres = {}
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for i = 1, 3 do
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boxList[i] = Util.GetGameObject(self.transform, "boxRwardBg/btnList/BoxBtn"..i)
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BoxItemPres[i] = SubUIManager.Open(SubUIConfig.ItemView, self.boxItemGrid)
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end
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self.UI_effect_BaoXiang = Util.GetGameObject(self.gameObject, "bg/UI_effect_BaoXiang")
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npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
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local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12
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self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.transform, "playerLive"), scale, Vector3.zero)
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SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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if SkeletonGraphic then
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SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
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SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
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end
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--local sv = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.scrollRoot.transform,
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-- this.chatItem, Vector2.New(1080, rootHight - 10), 1, 10)
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local v2 = Util.GetGameObject(self.gameObject, "rect"):GetComponent("RectTransform").rect
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self.singlePre = Util.GetGameObject(self.transform, "singlePre")
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollFitterView, Util.GetGameObject(self.transform, "rect").transform,
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self.singlePre, Vector2.New(1080, 1675.4), 1, 1)
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 1
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self.ScrollView.elastic = false
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end
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--绑定事件(用于子类重写)
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function ExpeditionMainPanel:BindEvent()
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Util.AddClick(self.backBtn, function()
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if isPlayerMove == false then
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self:ClosePanel()
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end
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end)
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Util.AddClick(self.Btn1, function()
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UIManager.OpenPanel(UIName.ExpeditionHeroListResurgencePopup)
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end)
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Util.AddClick(self.Btn2, function()
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UIManager.OpenPanel(UIName.ExpeditionHeroListInfoPopup)
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end)
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Util.AddClick(self.Btn3, function()
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UIManager.OpenPanel(UIName.ExpeditionHalidomPanel)
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end)
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Util.AddClick(self.rewardMaskBtn, function()
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self.RewardPanel:SetActive(false)
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end)
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Expedition,self.helpPos.x,self.helpPos.y)
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end)
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end
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--添加事件监听(用于子类重写)
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function ExpeditionMainPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function ExpeditionMainPanel:RemoveListener()
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end
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local isSetIndex = false
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--界面打开时调用(用于子类重写)
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function ExpeditionMainPanel:OnOpen(_isPlayAni,_isSetIndex)
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ExpeditionManager.ExpeditionRrefreshFormation()
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isSetIndex = _isSetIndex or false
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isFirstOnOpen = true
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isAllHaveAttack = false
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isPlayerMove = _isPlayAni
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self.mask:SetActive(isPlayerMove)
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--Log("self.mask "..tostring(isPlayerMove))
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self.RewardPanel:SetActive(false)
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ExpeditionManager.GetActivityIsShowRedPoint(false,"1")
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function ExpeditionMainPanel:OnShow()
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--Log("isPlayerMove "..tostring(isPlayerMove))
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isAllHaveAttack = false
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if isPlayerMove then
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self:EndPlayerMoveFun()
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else
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if isFirstOnOpen then
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nodeGoTable = {}
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self:OnShowBoxData()
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self:OnShowNodeData()
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self:StarPlayerMoveFun()
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end
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end
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isFirstOnOpen = false
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end
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--实例化层数信息
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function ExpeditionMainPanel:OnShowNodeData()
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--节点
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isPlayerMove = false
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self.mask:SetActive(isPlayerMove)
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--Log("self.mask "..tostring(isPlayerMove))
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self.UI_effect_BaoXiang.transform:SetParent(self.transform)
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self.UI_effect_BaoXiang:SetActive(false)
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local AllLayNodeList = ExpeditionManager.GetAllLayNodeList()
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if AllLayNodeList == nil then return end
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local curAllLayNodeList = {}
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for i = #AllLayNodeList, 1, -1 do
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table.insert(curAllLayNodeList,AllLayNodeList[i])
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end
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GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo()
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isAllHaveAttack = false
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self.ScrollView:SetData(curAllLayNodeList, function (index, go)
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self:SingleNodeShow(go,curAllLayNodeList[index],(#AllLayNodeList - index) + 1)
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end)
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if isSetIndex then
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--Log("(#AllLayNodeList - GetCurNodeInfo.lay "..#AllLayNodeList - GetCurNodeInfo.lay + 1 )
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local index = #AllLayNodeList - GetCurNodeInfo.lay + 1
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if index == 1 then
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self.ScrollView:SetIndex(1)
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Util.GetGameObject(self.ScrollView.gameObject, "grid").transform.anchoredPosition = Vector3.New(0,340,0)
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else
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self.ScrollView:SetIndex(index)
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end
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--if index > 1 then
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-- self.ScrollView:SetIndex(index)
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--elseif index == 1 then
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-- self.ScrollView:SetIndex(2)
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-- Util.GetGameObject(self.ScrollView.gameObject, "grid").transform.anchoredPosition = Vector3.New(0,1270,0)
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--else
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-- self.ScrollView:SetIndex(1)
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-- Util.GetGameObject(self.ScrollView.gameObject, "grid").transform.anchoredPosition = Vector3.New(0,340,0)
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--end
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end
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end
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local liveNodeList = {}
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--实例化每层信息
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function ExpeditionMainPanel:SingleNodeShow(go,layNodeListData,index)
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nodeGoTable[go.name] = {data = layNodeListData,goData = go}
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local nodeGo = go
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local bgImage = nodeGo:GetComponent("Image")
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if index == 15 then
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bgImage.sprite = Util.LoadSprite("l_lieyaozhilu_di10")
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Util.GetGameObject(nodeGo, "bg"):SetActive(false)
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Util.GetGameObject(nodeGo, "bg2"):SetActive(false)
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Util.GetGameObject(nodeGo, "itemList").transform.anchoredPosition = Vector3.New(0,-841.0002,0)
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Util.GetGameObject(nodeGo, "finish").transform.anchoredPosition = Vector3.New(-6,-731,0)
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Util.GetGameObject(nodeGo, "starPos").transform.anchoredPosition = Vector3.New(-905,-856,0)
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Util.GetGameObject(nodeGo, "endPos").transform.anchoredPosition = Vector3.New(801,-856,0)
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--elseif index == 15 then3
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else
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Util.GetGameObject(nodeGo, "bg"):SetActive(true)
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Util.GetGameObject(nodeGo, "bg2"):SetActive(true)
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Util.GetGameObject(nodeGo, "itemList").transform.anchoredPosition = Vector3.New(0,-132,0)
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Util.GetGameObject(nodeGo, "finish").transform.anchoredPosition = Vector3.New(-6,-6,0)
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Util.GetGameObject(nodeGo, "starPos").transform.anchoredPosition = Vector3.New(-905,-147,0)
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Util.GetGameObject(nodeGo, "endPos").transform.anchoredPosition = Vector3.New(801,-147,0)
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bgImage.sprite = Util.LoadSprite("l_lieyaozhilu_di8")
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end
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local layText = Util.GetGameObject(nodeGo, "bg2/Image (1)/Text"):GetComponent("Text")
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layText.text = "第"..index.."层"
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if GetCurNodeInfo.lay ~= index then
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self:SetCurAlpha(layText,0.4)
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if Util.GetGameObject(nodeGo, "starPos").transform.childCount > 0 then
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self.liveNode:SetActive(false)
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end
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else
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curNodeGo = go
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self:SetCurAlpha(layText,1)
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self.liveNode:SetActive(true)
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if Util.GetGameObject(nodeGo, "starPos").transform.childCount <= 0 then
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self.liveNode.transform:SetParent(Util.GetGameObject(nodeGo, "starPos").transform)
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self.liveNode.transform.localPosition = Vector3.zero
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end
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end
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Util.GetGameObject(nodeGo, "finish"):SetActive(GetCurNodeInfo.lay > index)
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Util.GetGameObject(nodeGo, "itemList"):SetActive(GetCurNodeInfo.lay <= index)
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Util.GetGameObject(nodeGo, "mask"):SetActive(GetCurNodeInfo.lay < index)
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if index == GetCurNodeInfo.lay and GetCurNodeInfo.state == ExpeditionNodeState.Finish then--打完最后一层
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Util.GetGameObject(nodeGo, "finish"):SetActive(true)
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Util.GetGameObject(nodeGo, "itemList"):SetActive(false)
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self.liveNode:SetActive(false)
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end
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local isAttack = false
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local stateNum = layNodeListData[1].state
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--Log("stateNum "..stateNum)
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for i = 1, #layNodeListData do
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if stateNum ~= layNodeListData[i].state and GetCurNodeInfo.lay == layNodeListData[i].lay then
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isAttack = true
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isAllHaveAttack = true
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end
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end
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for j = 1, 3 do
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Util.GetGameObject(nodeGo, "itemList/item ("..j..")"):SetActive(false)
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end
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--卸载加载的立绘
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if liveNodeList[go] then
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for i = 1, #liveNodeList[go] do
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local item = liveNodeList[go][i]
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poolManager:UnLoadLive(item.name, item.go, PoolManager.AssetType.GameObject)
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end
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end
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liveNodeList[go] = {}
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for i = 1, #layNodeListData do--每个节点显示
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local curItemGo = Util.GetGameObject(nodeGo, "itemList/item ("..i..")")
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curItemGo:SetActive(true)
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local clickbtn = Util.GetGameObject(curItemGo, "click")
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---实例化动画---
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--Util.ClearChild(Util.GetGameObject(curItemGo, "goParent").transform)
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if GetCurNodeInfo.lay <= layNodeListData[i].lay then
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liveNodeList[go][i] = self:InitLiveSet(layNodeListData[i].type, Util.GetGameObject(curItemGo, "goParent"))
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end
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--------------
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Util.GetGameObject(curItemGo, "goParent"):SetActive(true)
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Util.GetGameObject(curItemGo, "click"):SetActive(true)
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if Util.GetGameObject(curItemGo, "halidomParent").transform.childCount > 0 then
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self.UI_effect_BaoXiang:SetActive(false)
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end
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local pos = Util.GetGameObject(curItemGo, "pos")--节点位置 人物动画用
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pos.transform.localPosition = Vector3.New(0,-10,0)
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if isAttack then
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if layNodeListData[i].state == ExpeditionNodeState.No then--关闭 状态
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Util.GetGameObject(curItemGo, "goParent"):SetActive(false)
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Util.GetGameObject(curItemGo, "click"):SetActive(false)
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elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then--失败过 状态
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self:PlayerMovePosFun(nodeGo,curItemGo)
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elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then--未领圣物状态
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self:PlayerMovePosFun(nodeGo,curItemGo)
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Util.GetGameObject(curItemGo, "goParent"):SetActive(false)
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self.UI_effect_BaoXiang.transform:SetParent(Util.GetGameObject(curItemGo, "halidomParent").transform)
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self.UI_effect_BaoXiang.transform.localPosition=Vector3.zero;
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self.UI_effect_BaoXiang:SetActive(true)
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end
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end
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if GetCurNodeInfo.lay > layNodeListData[i].lay then return end--已完成直接跳过显示 已通关遮罩
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self:SingleNodeInfoIconShow(curItemGo,layNodeListData[i],isAttack)
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--Log(layNodeListData[i].lay.." ".. layNodeListData[i].sortId.." ".. layNodeListData[i].type.." "..layNodeListData[i].state)
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if self.liveNode.transform.localPosition.y <=0 and GetCurNodeInfo.lay == layNodeListData[i].lay then
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self:StarPlayerMoveFun()
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end
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Util.AddOnceClick(clickbtn, function()
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if isPlayerMove then return end
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if layNodeListData[i].state == ExpeditionNodeState.No then
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PopupTipPanel.ShowTip("未开启!")
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elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then
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if layNodeListData[i].type == ExpeditionNodeType.Boss or layNodeListData[i].type == ExpeditionNodeType.Jy or
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layNodeListData[i].type == ExpeditionNodeType.Common then
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self:PlayerMoveFun(pos,nodeGo,curItemGo,function()
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UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,layNodeListData[i])
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end)
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elseif layNodeListData[i].type == ExpeditionNodeType.Halidom then--圣物节点
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self:PlayerMoveFun(pos,nodeGo,curItemGo,function()
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UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false)
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end)
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elseif layNodeListData[i].type == ExpeditionNodeType.Reply then--回复节点
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self:PlayerMoveFun(pos,nodeGo,curItemGo,function()
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local num = ConfigManager.GetConfigData(ConfigName.ExpeditionSetting,1).RegeneratePercent/100
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MsgPanel.ShowTwo("一眼神奇的甘泉,可使所有存活的猎妖师回复生命上限"..num.."%的生命值,是否前往?", nil, function(isShow)
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NetManager.ReCoverExpeditionHeroRequest(layNodeListData[i].sortId,function (msg)
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ExpeditionManager.UpdateHeroHpValue(msg.heroInfo)
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--self:OnShowNodeData()
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--self:OnShowBoxData()
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--self:StarPlayerMoveFun()
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self:EndPlayerMoveFun()
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end)
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end, nil, "前往", "回复之泉")
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end)
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elseif layNodeListData[i].type == ExpeditionNodeType.Resurgence then--复活节点
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self:PlayerMoveFun(pos,nodeGo,curItemGo,function()
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UIManager.OpenPanel(UIName.ExpeditionHeroListResurgencePopup,layNodeListData[i],function (btnState)
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--self:OnShowNodeData()
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--self:OnShowBoxData()
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--self:StarPlayerMoveFun()
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--Log("btnState "..btnState)
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if btnState == 1 or btnState == 3 then--确定 直接通过
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self:EndPlayerMoveFun()
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elseif btnState == 2 or btnState == 4 then--取消 关闭
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end
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end)
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end)
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end
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elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then
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self:PlayerMoveFun(pos,nodeGo,curItemGo,function()
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UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false)
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end)
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elseif layNodeListData[i].state == ExpeditionNodeState.Finish then
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PopupTipPanel.ShowTip("已完成!")
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elseif layNodeListData[i].state == ExpeditionNodeState.Over then
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PopupTipPanel.ShowTip("已通过!")
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end
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end)
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end
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end
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--刷新箱子显示
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function ExpeditionMainPanel:OnShowBoxData()
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allBoxData , curPassLay = ExpeditionManager.GetAllNodeBoxnfoList()
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for i = 1, math.max(#allBoxData, #boxList) do
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local go = boxList[i]
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if not go then
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go = newObject(boxList[3])
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go.transform:SetParent(Util.GetGameObject(self.transform, "boxRwardBg/btnList").transform)
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go.name = "BoxBtn"..i
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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boxList[i] = go
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end
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go.gameObject:SetActive(false)
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end
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local keys = GameDataBase.SheetBase.GetKeys(ConfigManager.GetConfig(ConfigName.ExpeditionFloorConfig))
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self.progressBottom.fillAmount = curPassLay/#keys
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self.totalPro.text=curPassLay.."/"..#keys
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for i = 1, #allBoxData do
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--Log("allBoxData[i].state "..allBoxData[i].state)
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boxList[i]:SetActive(true)
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Util.GetGameObject(boxList[i], "num"):GetComponent("Text").text = allBoxData[i].ConFigData.Id.."层"
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Util.GetGameObject(boxList[i], "getFinish"):SetActive(allBoxData[i].state==3)
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Util.GetGameObject(boxList[i], "redPoint"):SetActive(allBoxData[i].state==2)
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Util.AddOnceClick(boxList[i], function()
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if allBoxData[i].state == ExpeditionNodeState.NoPass then
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self:MissionBoxClick(allBoxData[i])
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--PopupTipPanel.ShowTip("需通过"..allBoxData[i].ConFigData.Id.."层后才可领取!")
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elseif allBoxData[i].state == ExpeditionNodeState.NoGetEquip then
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NetManager.TakeExpeditionBoxRewardRequest(allBoxData[i].ConFigData.Id,function (msg)
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
|
|
ExpeditionManager.UpdateBoxValue(allBoxData[i].ConFigData.Id)
|
|
self:OnShowBoxData()
|
|
end)
|
|
else
|
|
self:MissionBoxClick(allBoxData[i])
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
function ExpeditionMainPanel:MissionBoxClick(_singleData)
|
|
if _singleData.state == ExpeditionNodeState.NoPass or _singleData.state == ExpeditionNodeState.Finish then
|
|
self.getInfo.text="通过".._singleData.ConFigData.Id.."层可领取"
|
|
local reward = _singleData.ConFigData.TreasureBox
|
|
if reward then
|
|
for i = 1, math.max(#BoxItemPres, #reward) do
|
|
local go = BoxItemPres[i]
|
|
if not go then
|
|
go = SubUIManager.Open(SubUIConfig.ItemView, self.boxItemGrid)
|
|
go.gameObject.name = "frame"..i
|
|
BoxItemPres[i] = go
|
|
end
|
|
go.gameObject:SetActive(false)
|
|
end
|
|
for i = 1, #reward do
|
|
BoxItemPres[i].gameObject:SetActive(true)
|
|
BoxItemPres[i]:OnOpen(false,reward[i],0.75)
|
|
end
|
|
end
|
|
self.rewardMaskBtn:SetActive(true)
|
|
self.RewardPanel:SetActive(true)
|
|
elseif _singleData.state == ExpeditionNodeState.NoGetEquip then
|
|
NetManager.TakeMissionRewardRequest(TaskTypeDef.DayTask,_singleData.missionId,function (msg)
|
|
TaskManager.SetTypeTaskState(TaskTypeDef.DayTask, _singleData.missionId, SingleDailyMissionState.GetFinish)
|
|
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
|
|
self:OnShowBoxData()
|
|
end)
|
|
end
|
|
end
|
|
--刷新倒计时显示
|
|
function ExpeditionMainPanel:RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown)
|
|
if timeDown > 0 then
|
|
_timeTextExpertgo:SetActive(true)
|
|
_timeTextExpert.text = "剩余时间:"..self:TimeStampToDateString(timeDown)
|
|
if timer then
|
|
timer:Stop()
|
|
timer = nil
|
|
end
|
|
timer = Timer.New(function()
|
|
_timeTextExpert.text = "剩余时间:"..self:TimeStampToDateString(timeDown)
|
|
if timeDown < 0 then
|
|
_timeTextExpertgo:SetActive(false)
|
|
timer:Stop()
|
|
timer = nil
|
|
end
|
|
timeDown = timeDown - 1
|
|
end, 1, -1, true)
|
|
timer:Start()
|
|
else
|
|
_timeTextExpertgo:SetActive(false)
|
|
end
|
|
end
|
|
|
|
function ExpeditionMainPanel:TimeStampToDateString(second)
|
|
local day = math.floor(second / (24 * 3600))
|
|
local minute = math.floor(second / 60) % 60
|
|
local sec = second % 60
|
|
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
|
|
return string.format("%02d时%02d分%02d秒", hour, minute, sec)
|
|
end
|
|
--界面关闭时调用(用于子类重写)
|
|
function ExpeditionMainPanel:OnClose()
|
|
|
|
if timer then
|
|
timer:Stop()
|
|
timer = nil
|
|
end
|
|
if timer2 then
|
|
timer2:Stop()
|
|
timer2 = nil
|
|
end
|
|
end
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function ExpeditionMainPanel:OnDestroy()
|
|
|
|
--if live2dList and #live2dList > 0 then
|
|
-- for i = 1, #live2dList do
|
|
-- poolManager:UnLoadLive(live2dList[i][1], live2dList[i][2], PoolManager.AssetType.GameObject)
|
|
-- live2dList[i] = nil
|
|
-- end
|
|
--end
|
|
--live2dList = {}
|
|
if self.liveNode then
|
|
poolManager:UnLoadLive(npc, self.liveNode, PoolManager.AssetType.GameObject)
|
|
self.liveNode = nil
|
|
end
|
|
end
|
|
--实例化节点立绘
|
|
function ExpeditionMainPanel:InitLiveSet(iconId, go)
|
|
local configData = ConfigManager.GetConfigData(ConfigName.ExpeditionNodeConfig,iconId)
|
|
local live2d = poolManager:LoadLive(configData.Icon, Util.GetTransform(go, "goParent"),
|
|
Vector3.one * configData.Scale, Vector3.New(configData.Position[1], configData.Position[2],0))
|
|
--local curLive = {configData.Icon,live2d}
|
|
--table.insert(live2dList,curLive)
|
|
local skeleton = live2d:GetComponent("SkeletonGraphic")
|
|
if skeleton and iconId == 2 then--首领
|
|
skeleton.AnimationState:SetAnimation(0, "idle2", true)
|
|
end
|
|
return {name=configData.Icon, go=live2d}
|
|
end
|
|
-- 设置文本透明度
|
|
function ExpeditionMainPanel:SetCurAlpha(text, a)
|
|
local color = text.color
|
|
color.a = a
|
|
text.color = color
|
|
end
|
|
function ExpeditionMainPanel:StarPlayerMoveFun()
|
|
--Log("isAllHaveAttack "..tostring(isAllHaveAttack))
|
|
if isAllHaveAttack then return end
|
|
self.liveNode.transform.localPosition = Vector3.zero
|
|
local targetPos = self.liveNode.transform.localPosition + Vector3.New(430,0,0)
|
|
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
|
isPlayerMove = true
|
|
self.mask:SetActive(isPlayerMove)
|
|
--Log("self.mask "..tostring(isPlayerMove))
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
|
self.liveNode.transform:DOLocalMove(targetPos, 1, false):OnStart(function ()
|
|
end):OnComplete(function ()
|
|
--Log("行走完毕")
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
|
isPlayerMove = false
|
|
self.mask:SetActive(isPlayerMove)
|
|
--Log("self.mask "..tostring(isPlayerMove))
|
|
end):SetEase(Ease.Linear)
|
|
end
|
|
function ExpeditionMainPanel:EndPlayerMoveFun(fun)
|
|
if curNodeGo then
|
|
Util.GetGameObject(curNodeGo, "finish"):SetActive(true)
|
|
Util.GetGameObject(curNodeGo, "itemList"):SetActive(false)
|
|
end
|
|
local targetPos = Vector3.New(1706,0,0)
|
|
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
|
isPlayerMove = true
|
|
self.mask:SetActive(isPlayerMove)
|
|
--Log("self.mask "..tostring(isPlayerMove))
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
|
local timeNum = math.abs(self.liveNode.transform.localPosition.x - targetPos.x)/350--350/1s
|
|
self.liveNode.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function ()
|
|
end):OnComplete(function ()
|
|
--Log("行走完毕")
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
|
isPlayerMove = false
|
|
self.mask:SetActive(isPlayerMove)
|
|
--Log("self.mask "..tostring(isPlayerMove))
|
|
self:OnShowBoxData()
|
|
--self:OnShowNodeData()
|
|
self:SelfUpdataPanelShow()
|
|
end):SetEase(Ease.Linear)
|
|
end
|
|
function ExpeditionMainPanel:PlayerMoveFun(pos,nodeGo,curItemGo,fun)
|
|
local oldPos = self.liveNode.transform.localPosition
|
|
pos.transform:SetParent(Util.GetGameObject(nodeGo, "starPos").transform)
|
|
local targetPos = pos.transform.localPosition
|
|
if oldPos.x - targetPos.x > 0 then
|
|
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
|
|
else
|
|
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
|
end
|
|
isPlayerMove = true
|
|
self.mask:SetActive(isPlayerMove)
|
|
--Log("self.mask "..tostring(isPlayerMove))
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
|
local timeNum = math.abs(oldPos.x - targetPos.x)/350--350/1s
|
|
self.liveNode.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function ()
|
|
end):OnComplete(function ()
|
|
--Log("行走完毕")
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
|
isPlayerMove = false
|
|
self.mask:SetActive(isPlayerMove)
|
|
--Log("self.mask "..tostring(isPlayerMove))
|
|
pos.transform:SetParent(curItemGo.transform)
|
|
if fun then
|
|
fun()
|
|
end
|
|
end):SetEase(Ease.Linear)
|
|
end
|
|
function ExpeditionMainPanel:PlayerMovePosFun(nodeGo,curItemGo)
|
|
self.liveNode.transform:SetParent(curItemGo.transform)
|
|
self.liveNode.transform.localPosition = Vector3.zero
|
|
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
|
if timer2 then
|
|
timer2:Stop()
|
|
timer2 = nil
|
|
end
|
|
timer2 = Timer.New(function ()
|
|
if nodeGo and self.liveNode then
|
|
self.liveNode.transform:SetParent(Util.GetGameObject(nodeGo, "starPos").transform)
|
|
end
|
|
end, 0.1):Start()
|
|
end
|
|
function ExpeditionMainPanel:SingleNodeInfoIconShow(nodeGo,layNodeData)
|
|
local infoIcon = Util.GetGameObject(nodeGo, "infoIcon")
|
|
infoIcon :SetActive(false)
|
|
local warPowerGo = Util.GetGameObject(infoIcon, "warPowerGo")
|
|
warPowerGo:SetActive(false)
|
|
local iconImage = Util.GetGameObject(warPowerGo, "iconImage"):GetComponent("Image")
|
|
local powerText = Util.GetGameObject(warPowerGo, "powerText"):GetComponent("Text")
|
|
|
|
local textIconGo = Util.GetGameObject(infoIcon, "textIconGo")
|
|
textIconGo:SetActive(false)
|
|
local iconImage2 = Util.GetGameObject(textIconGo, "iconImage"):GetComponent("Image")
|
|
if GetCurNodeInfo.lay == layNodeData.lay then--当前层
|
|
infoIcon:SetActive(true)
|
|
if layNodeData.type == ExpeditionNodeType.Jy or layNodeData.type == ExpeditionNodeType.Boss or layNodeData.type == ExpeditionNodeType.Common then
|
|
warPowerGo:SetActive(true)
|
|
iconImage.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData.type])
|
|
powerText.text = layNodeData.bossTeaminfo.totalForce
|
|
elseif layNodeData.type == ExpeditionNodeType.Resurgence or layNodeData.type == ExpeditionNodeType.Reply or layNodeData.type == ExpeditionNodeType.Halidom then
|
|
textIconGo:SetActive(true)
|
|
iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData .type])
|
|
end
|
|
if isAllHaveAttack then
|
|
if layNodeData.state == ExpeditionNodeState.No then--关闭 状态
|
|
infoIcon:SetActive(false)
|
|
elseif layNodeData.state == ExpeditionNodeState.NoGetEquip then--未领圣物状态
|
|
warPowerGo:SetActive(false)
|
|
textIconGo:SetActive(true)
|
|
iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[ExpeditionNodeType.Halidom])
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function ExpeditionMainPanel:SelfUpdataPanelShow()
|
|
isPlayerMove = false
|
|
self.mask:SetActive(isPlayerMove)
|
|
--Log("self.mask "..tostring(isPlayerMove))
|
|
self.UI_effect_BaoXiang.transform:SetParent(self.transform)
|
|
self.UI_effect_BaoXiang:SetActive(false)
|
|
local AllLayNodeList = ExpeditionManager.GetAllLayNodeList()
|
|
if AllLayNodeList == nil then return end
|
|
local curAllLayNodeList = {}
|
|
for i = #AllLayNodeList, 1, -1 do
|
|
table.insert(curAllLayNodeList,AllLayNodeList[i])
|
|
end
|
|
GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo()
|
|
isAllHaveAttack = false
|
|
local curNodeGo
|
|
--nodeGoTable data = layNodeListData,goData = go
|
|
for i, v in pairs(nodeGoTable) do
|
|
if v.data[1].lay == GetCurNodeInfo.lay then
|
|
curNodeGo = v.goData
|
|
--Log("v.goData "..v.goData.name)
|
|
end
|
|
end
|
|
if curNodeGo then
|
|
self:SingleNodeShow(curNodeGo,curAllLayNodeList[15 - GetCurNodeInfo.lay + 1],GetCurNodeInfo.lay)
|
|
self:StarPlayerMoveFun()
|
|
end
|
|
end
|
|
|
|
return ExpeditionMainPanel
|