miduo_client/Assets/ManagedResources/~Lua/Modules/Expedition/View/ExpeditionMonsterInfo_Recru...

178 lines
6.7 KiB
Lua

----- 远征招募节点弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder = 0
local fun
--item容器
local itemList = {}
local monsterData = {}
local type = 1 --1 前往 2 放弃
local curSelectHero = nil
local oldSelectHeroGo = nil
local itemGrid = {}
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
--this.power = Util.GetGameObject(gameObject, "power"):GetComponent("Text")
this.sureBtn = Util.GetGameObject(gameObject, "sureBtn")
this.sureBtnText = Util.GetGameObject(gameObject, "sureBtn/Text"):GetComponent("Text")
this.Demons = Util.GetGameObject(gameObject, "demons")
this.singlePre = Util.GetGameObject(gameObject, "itemPre")
this.backBtn = Util.GetGameObject(gameObject, "BackBtn")
end
function this:BindEvent()
Util.AddClick(this.sureBtn, function()
this:BtnClickEvent()
end)
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
end)
end
function this:BtnClickEvent()
if type == 1 then
parent:ClosePanel()
elseif type == 2 then
if curSelectHero then
--LogError("monsterData.sortId,curSelectHero.dynamicId "..monsterData.sortId.." "..curSelectHero.id)
NetManager.HeroNodeRequest(monsterData.sortId, curSelectHero.id, function(msg)
if msg.drop and msg.drop.soulEquip and #msg.drop.soulEquip > 0 then
for i = 1, #msg.drop.soulEquip do
ExpeditionManager.InitSingleTreasureData(msg.drop.soulEquip[i])
end
end
if msg.drop and msg.drop.Hero and msg.drop.Hero[1] then
ExpeditionManager.UpdateHeroDatas(msg.drop.Hero[1])
end
parent:ClosePanel()
if fun then
fun()
fun = nil
end
end)
else
PopupTipPanel.ShowTip(Language[10674])
end
end
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent, ...)
parent = _parent
sortingOrder = _parent.sortingOrder
--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
local args = { ... }
monsterData = args[1]
type = args[2]
fun = args[3]
this.titleText.text = Language[10675]
if type == 1 then
this.sureBtnText.text = Language[10668]
elseif type == 2 then
this.sureBtnText.text = Language[10675]
end
curSelectHero = nil
oldSelectHeroGo = nil
if monsterData == nil then
LogError(Language[10670])
return
end
for i = 1, 4 do
if itemGrid[i] then
itemGrid[i]:SetActive(false)
end
end
NetManager.HeroNodeGetInfoRequest(monsterData.sortId, function(msg)
--LogError("#msg.viewHeroInfo "..#msg.viewHeroInfo)
this:FormationAdapter(msg)
end)
end
-- 编队数据匹配
function this:FormationAdapter(msg)
for i = 1, math.max(#msg.viewHeroInfo, #itemGrid) do
local go = itemGrid[i]
if not go then
go = newObject(this.singlePre)
go.transform:SetParent(this.Demons.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
itemGrid[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #msg.viewHeroInfo do
local demon = itemGrid[i]
demon:SetActive(true)
local curData = msg.viewHeroInfo[i]
local demonId = curData.hero.heroId
local starGrid = Util.GetGameObject(demon, "starGrid")
local proImage = Util.GetGameObject(demon, "heroShow/proIcon"):GetComponent("Image")
Util.GetGameObject(demon, "heroShow/posIcon"):SetActive(false)
--local posImage=Util.GetGameObject(demon, "heroShow/posIcon"):GetComponent("Image")
local roleLevel = Util.GetGameObject(demon, "lvbg/levelText"):GetComponent("Text")
local frameBtn = Util.GetGameObject(demon, "frame")
if demonId then
demon:SetActive(true)
local demonData = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
Util.GetGameObject(demon, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(
demonData.Icon))
local heroConFig = ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId)
Util.GetGameObject(demon, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
GetHeroQuantityImageByquality(heroConFig.Quality, curData.hero.star))
Util.GetGameObject(demon, "nameText"):GetComponent("Text").text = SubString2(
GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.HeroConfig, demonId).ReadingName), 6)
local star, starType = GetStarOrGodSoulLv(1, curData.hero)
SetHeroStars(this.spLoader, starGrid, star, starType)
SetHeroFlyEffect(demon, self.spLoader, curData.hero.star, sortingOrder + 1, 0.9, 2)
Util.SetParticleSortLayer(starGrid, sortingOrder + 1)
proImage.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(demonData.PropertyName))
--posImage.sprite = this.spLoader:LoadSprite(GetJobSpriteStrByJobNum(demonData.Profession))
roleLevel.text = curData.hero.level
local choosed = Util.GetGameObject(demon, "selectImage")
choosed:SetActive(false)
Util.AddOnceClick(frameBtn, function()
if type ~= 1 then
if curSelectHero == curData.hero then
choosed:SetActive(false)
curSelectHero = nil
oldSelectHeroGo = nil
return
end
curSelectHero = curData.hero
choosed:SetActive(true)
if oldSelectHeroGo then
Util.GetGameObject(oldSelectHeroGo, "selectImage"):SetActive(false)
end
oldSelectHeroGo = demon
end
end)
local heroData = {}
Util.AddLongPressClick(frameBtn, function()
heroData = GoodFriendManager.GetHeroDatas(curData.hero, curData.force, curData.SpecialEffects)
GoodFriendManager.InitEquipData(curData.equip, heroData)
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData, true)
end, 0.5)
end
end
end
function this:OnClose()
end
function this:OnDestroy()
this.spLoader:Destroy()
itemGrid = {}
end
return this