239 lines
9.4 KiB
Lua
239 lines
9.4 KiB
Lua
----- 远征怪节点弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder = 0
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local fun
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--item容器
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local itemList = {}
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local heroListGo = {}
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local monsterData = {}
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local rewardData = {}
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local type = 1 --1 前往 2 放弃
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local liveNodes = {}
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local liveNames = {}
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local curNodeConFig
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local roleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
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this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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Util.GetGameObject(gameObject, "Power"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
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"t_tongyong-zhanli_zh")
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this.sureBtn = Util.GetGameObject(gameObject, "sureBtn")
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this.sureBtn.gameObject:SetActive(true)
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this.sureBtnText = Util.GetGameObject(gameObject, "sureBtn/Text"):GetComponent("Text")
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--滚动条根节点
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this.root = Util.GetGameObject(gameObject, "Root")
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heroListGo = {}
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for i = 1, 6 do
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heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg" .. i .. "/Hero" .. i)
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end
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this.backBtn = Util.GetGameObject(gameObject, "BackBtn")
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end
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function this:BindEvent()
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Util.AddClick(this.sureBtn, function()
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this:BtnClickEvent()
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end)
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Util.AddClick(this.backBtn, function()
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parent:ClosePanel()
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end)
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end
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function this:BtnClickEvent()
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if type == 1 then
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parent:ClosePanel()
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elseif type == 2 then
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parent:ClosePanel()
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.EXPEDITION, monsterData)
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end
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent, ...)
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parent = _parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = { ... }
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monsterData = args[1]
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type = args[2]
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fun = args[3]
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--组数据
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rewardData = {}
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local curRewardData = {}
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--curNodeConFig = ConfigManager.TryGetConfigData(ConfigName.ExpeditionNodeConfig,monsterData.type)
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curNodeConFig = ConfigManager.TryGetConfigData(ConfigName.ExpeditionNodeConfig, monsterData.type)
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local Reward = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.ExpeditionFloorConfig, "Floor",
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ExpeditionManager.expeditionLeve, "FloorLay", monsterData.lay - 1)
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if Reward and Reward.Reward and #Reward.Reward > 0 then
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for i = 1, #Reward.Reward do
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local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup, Reward.Reward[i])
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if rewardGroupConfig and #rewardGroupConfig.ShowItem > 0 then
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for j = 1, #rewardGroupConfig.ShowItem do
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local v = rewardGroupConfig.ShowItem[j]
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if curRewardData[v[1]] then
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curRewardData[v[1]] = { v[1], curRewardData[v[1]][2] + v[2] }
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else
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curRewardData[v[1]] = { v[1], v[2] }
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end
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end
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end
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end
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end
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for i, v in pairs(curRewardData) do
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if curNodeConFig and curNodeConFig.Reward and curNodeConFig.Reward > 0 then
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v = { v[1], math.floor(v[2] * curNodeConFig.Reward) }
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end
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table.insert(rewardData, v)
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end
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this:FormationAdapter()
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end
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-- 编队数据匹配
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function this:FormationAdapter()
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if type == 1 then
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this.sureBtnText.text = Language[10668]
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elseif type == 2 then
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this.sureBtnText.text = Language[10311]
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end
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if curNodeConFig then
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if curNodeConFig.type == ExpeditionNodeType.Common then
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this.titleText.text = Language[10671]
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elseif curNodeConFig.type == ExpeditionNodeType.Jy then
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this.titleText.text = Language[10672]
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elseif curNodeConFig.type == ExpeditionNodeType.Boss then
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this.titleText.text = Language[10673]
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end
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end
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if monsterData == nil then
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LogError(Language[10670])
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return
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end
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this.power.text = monsterData.bossTeaminfo.totalForce
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for i = 1, #heroListGo do
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heroListGo[i]:SetActive(false)
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end
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for i = 1, #heroListGo do
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if (monsterData.bossTeaminfo.hero[i]) then
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local pos = monsterData.bossTeaminfo.hero[i].position
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if monsterData.bossTeaminfo.hero[i].remainHp > 0 then
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this.SetCardSingleData(heroListGo[pos], monsterData.bossTeaminfo.hero[i], pos)
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heroListGo[pos]:SetActive(true)
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end
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end
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end
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ResetItemView(this.root, this.root.transform, itemList, 5, 1, sortingOrder, false, rewardData)
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end
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function this.OnSortingOrderChange()
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for i = 1, #heroListGo do
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Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
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end
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sortingOrder = self.sortingOrder
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end
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--设置单个上阵英雄信息
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function this.SetCardSingleData(o, monsterId, _pos)
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o.transform.parent:GetComponent("Image").sprite = this.spLoader:LoadSprite("bd_xinkapaifan")
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,
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monsterId.heroTid)
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local bg = Util.GetGameObject(o, "Bg1"):GetComponent("Image")
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local fg = Util.GetGameObject(o, "Bg2"):GetComponent("Image")
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-- local live=Util.GetGameObject(o,"Mask/Live")
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local lv = Util.GetGameObject(o, "lv/Text"):GetComponent("Text")
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local pro = Util.GetGameObject(o, "Pro/Image"):GetComponent("Image")
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local starGrid = Util.GetGameObject(o, "StarGrid")
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local nameParent = Util.GetGameObject(o, "Name") -- 用于解决本地化问题
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local name = Util.GetGameObject(nameParent, "Text"):GetComponent("Text")
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-- local pos=Util.GetGameObject(o,"Pos"):GetComponent("Image")
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local yuanImage = Util.GetGameObject(o, "yuanImage")
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local hp = Util.GetGameObject(o, "hpProgress/hp"):GetComponent("Image")
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local hpPass = Util.GetGameObject(o, "hpProgress/hpPass"):GetComponent("Image")
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local rage = Util.GetGameObject(o, "rageProgress/rage"):GetComponent("Image")
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local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
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live.transform.rotation = Vector3.New(0, 0, 0)
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local liveName = GetResourcePath(heroConfig.Live)
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local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroConfig.Id)
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local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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live.texture = CardRendererManager.GetSpineTexture(_pos, liveName,
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Vector3.one * scale, livePos, true)
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if heroConfig.Toward == 2 then
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SetHEeroLiveToward(live, 1)
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end
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live.transform.localScale = Vector3.one
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live.transform.localPosition = Vector3.zero
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local zs = Util.GetGameObject(o, "zs")
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local zsName = GetHeroCardStarZs[monsterId.star]
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if zsName == "" then
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zs:SetActive(false)
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else
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zs:SetActive(true)
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zs:GetComponent("Image").sprite = this.spLoader:LoadSprite(zsName)
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end
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yuanImage:SetActive(false)
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lv.text = monsterId.level
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bg.sprite = this.spLoader:LoadSprite(GetFormationHeroCardStarBg[monsterId.star])
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fg.sprite = this.spLoader:LoadSprite(GetHeroCardStarFg[monsterId.star])
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pro.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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local star, starType = GetStarOrGodSoulLv(1, monsterId)
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if starType == 3 then
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if monsterId.star > 11 then
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fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_lanjin02")
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else
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fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
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end
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end
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SetCardStars(starGrid, star, starType)
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Util.SetParticleSortLayer(starGrid, sortingOrder + 1)
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if monsterId.star > 9 then
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Util.GetGameObject(o, "UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
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else
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Util.GetGameObject(o, "UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
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end
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--local flyImg=Util.GetGameObject(o,"flyImg"):GetComponent("Image")
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SetHeroFormationFlyEffect(o, this.spLoader, Util.GetGameObject(o, "UI_Effect_jinkuang_KaPai"), monsterId.star,
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sortingOrder + 1)
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name.text = GetLanguageStrById(heroConfig.ReadingName)
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SetTextVerTial(name.gameObject, Vector3.New(35, -7.45, 0), nil, nil, 8)
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local curHeroHpVal = monsterId.remainHp
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hp.fillAmount = curHeroHpVal
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hpPass.fillAmount = curHeroHpVal
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rage.fillAmount = 0.5
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end
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function this:OnClose()
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if fun then
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fun()
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fun = nil
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end
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for i, v in pairs(liveNodes) do
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if v then
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poolManager:UnLoadLive(liveNames[i], v)
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liveNames[i] = nil
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end
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end
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end
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function this:OnDestroy()
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this.spLoader:Destroy()
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heroListGo = {}
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end
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return this
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