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