516 lines
20 KiB
Lua
516 lines
20 KiB
Lua
require("Base/BasePanel")
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local ctrlView = require("Modules/Guild/View/GuildSceneView")
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local _IsMapView = false
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local _IsWalkData = false
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local GuildMainCityPanel = Inherit(BasePanel)
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local this = GuildMainCityPanel
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local _StageNameIcon = {
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[GUILD_FIGHT_STAGE.DEFEND] = {"r_gonghui_bufangjieduan"},
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[GUILD_FIGHT_STAGE.MATCHING] = {"r_gonghui_pipeijieduan"},
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[GUILD_FIGHT_STAGE.ATTACK] = {"r_gonghui_jingongjieduan"},
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[GUILD_FIGHT_STAGE.COUNTING] = {"r_gonghui_jiesuanjieduan", "r_gonghui_jiesuanwancheng"},
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[GUILD_FIGHT_STAGE.EMPTEY] = {"r_gonghui_bencilunkong"},
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}
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--初始化组件(用于子类重写)
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function GuildMainCityPanel:InitComponent()
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this.btnBack = Util.GetGameObject(self.transform, "btnBack")
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this.btnHelp = Util.GetGameObject(self.gameObject, "btnHelp")
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this.helpPosition=this.btnHelp:GetComponent("RectTransform").localPosition
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this.stageView = Util.GetGameObject(self.transform, "layout/panel1")
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this.stageName = Util.GetGameObject(this.stageView, "stage/name"):GetComponent("Image")
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this.stageTime = Util.GetGameObject(this.stageView, "stage/time"):GetComponent("Text")
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this.myGuild = Util.GetGameObject(this.stageView, "stage/my")
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this.enemyGuild = Util.GetGameObject(this.stageView, "stage/enemy")
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this.myStar = Util.GetGameObject(this.stageView, "stage/my/starNum"):GetComponent("Text")
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this.enemyStar = Util.GetGameObject(this.stageView, "stage/enemy/starNum"):GetComponent("Text")
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this.rightBox = Util.GetGameObject(self.transform, "layout/panel2/btnbox")
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this.btnOneKeyDefend = Util.GetGameObject(this.rightBox, "oneKeyDefend")
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this.btnCheckDefend = Util.GetGameObject(this.rightBox, "checkDefend")
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this.btnMatching = Util.GetGameObject(this.rightBox, "matching")
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this.btnAttack = Util.GetGameObject(this.rightBox, "attack")
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this.btnAttackLog = Util.GetGameObject(this.rightBox, "attackLog")
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this.btnResult = Util.GetGameObject(this.rightBox, "result")
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this.btnRedPacket=Util.GetGameObject(this.rightBox,"redPacket")
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this.btnRedPacketRedPoint=Util.GetGameObject(this.btnRedPacket,"redPoint")
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this.btnSkill=Util.GetGameObject(this.rightBox,"skill")
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this.carDealy=Util.GetGameObject(this.rightBox,"carDealy")
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-- this.leftBox = Util.GetGameObject(self.transform, "layout/panel2/leftBox")
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-- this.btnBoss = Util.GetGameObject(this.leftBox, "boss/boss")
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-- this.rpBoss = Util.GetGameObject(this.leftBox, "boss/boss/redpot")
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-- 聊天
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this.ChatTipView = SubUIManager.Open(SubUIConfig.ChatTipView, self.transform, 2)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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ctrlView.InitComponent(self.gameObject)
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end
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--绑定事件(用于子类重写)
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function GuildMainCityPanel:BindEvent()
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Util.AddClick(this.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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this:ClosePanel()
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end)
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--帮助按钮
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Util.AddClick(this.btnHelp, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Guilds,this.helpPosition.x,this.helpPosition.y)
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end)
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-- 一键布防
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Util.AddClick(this.btnOneKeyDefend, function()
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-- 判断是否已经上阵
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local defendData = GuildFightManager.GetDefendStagePlayerBuildType(PlayerManager.uid)
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if defendData then
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PopupTipPanel.ShowTip("您已布防")
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return
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end
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-- 判断编队是否符合条件
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local curFormationIndex = FormationManager.curFormationIndex
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local formationList = FormationManager.GetFormationByID(curFormationIndex)
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if #formationList.teamHeroInfos < 5 then
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UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.GUILD_DEFEND, "DEFEND", 0)
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PopupTipPanel.ShowTip("一键编队阵容不符合编队条件,请手动设置布防阵容")
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return
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end
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-- 布防到随机建筑
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GuildFightManager.RequestDefend(0, function()
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-- 刷新编队信息
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FormationManager.RefreshFormationData()
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PopupTipPanel.ShowTip("布防成功")
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end)
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end)
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-- 查看布防
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Util.AddClick(this.btnCheckDefend, function()
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.DEFEND then
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GuildFightManager.RequestDefendStageData(function()
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UIManager.OpenPanel(UIName.GuildFightDefendInfoPopup)
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end)
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end
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end)
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-- 去进攻
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Util.AddClick(this.btnAttack, function()
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.ATTACK then
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GuildFightManager.RequestAttackStageDefendData(function()
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UIManager.OpenPanel(UIName.GuildFightAttackInfoPopup, GUILD_FIGHT_GUILD_TYPE.ENEMY)
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end)
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end
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end)
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-- 查看进攻日志
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Util.AddClick(this.btnAttackLog, function()
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-- 请求排名信息,也就是进攻日志
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UIManager.OpenPanel(UIName.GuildFightAttackLogPopup)
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end)
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-- 查看结果
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Util.AddClick(this.btnResult, function()
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GuildFightManager.RequestGuildFightResultData(function()
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UIManager.OpenPanel(UIName.GuildFightResultPopup)
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end)
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end)
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--公会红包
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Util.AddClick(this.btnRedPacket,function()
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UIManager.OpenPanel(UIName.RedPacketPanel)
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end)
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Util.AddClick(this.btnSkill,function()
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UIManager.OpenPanel(UIName.GuildSkillUpLvPopup)
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end)
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Util.AddClick(this.carDealy,function()
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UIManager.OpenPanel(UIName.GuildCarDelayMainPanel)
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end)
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-- 绑定红点
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BindRedPointObject(RedPointType.Guild_RedPacket, this.btnRedPacketRedPoint)
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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 GuildMainCityPanel:AddListener()
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ctrlView.AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
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Game.GlobalEvent:AddEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
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Game.GlobalEvent:AddEvent(GameEvent.Guild.DataUpdate, this.RefreshLogoShow)
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Game.GlobalEvent:AddEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
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Game.GlobalEvent:AddEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
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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 GuildMainCityPanel:RemoveListener()
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ctrlView.RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.OnQuitGuild, this.OnQuitGuild)
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.BeKickOut, this.OnQuitGuild)
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.DataUpdate, this.RefreshLogoShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.Guild.DismissStatusChanged, this.RefreshStageShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshStageShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshGuildInfo)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.AttackStageDefendDataUpdate, this.RefreshGetStar)
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildRedPacket.OnCloseRedPointClick, this.CloseRedPointClick)
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end
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--界面打开时调用(用于子类重写)
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function GuildMainCityPanel:OnOpen(...)
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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 GuildMainCityPanel:OnShow()
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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CheckRedPointStatus(RedPointType.Guild_RedPacket)
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if not PlayerManager.familyId or PlayerManager.familyId == 0 then
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this:ClosePanel()
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Log("尚未加入公会")
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return
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end
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if not _IsMapView then
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_IsMapView = true
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Log("公会地图创建")
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ctrlView.Init()
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ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.HOUSE, function ()
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UIManager.OpenPanel(UIName.GuildInfoPopup)
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end)
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ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.LOGO, function ()
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UIManager.OpenPanel(UIName.GuildLogoPopup)
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end)
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ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.DOOR, function ()
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.CLOSE then
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local stageData = GuildFightManager.GetGuildFightData()
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if stageData.joinType == 1 then
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PopupTipPanel.ShowTip("公会战期间加入的新成员无法参与本次公会战")
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else
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PopupTipPanel.ShowTip("公会战未开启,敬请期待")
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end
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return
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end
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if curStage == GUILD_FIGHT_STAGE.DISSMISS then
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PopupTipPanel.ShowTip("公会解散中,无法参与公会战")
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return
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end
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UIManager.OpenPanel(UIName.GuildFightPopup)
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end)
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ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.STORE, function ()
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local isActive = ShopManager.IsActive(SHOP_TYPE.GUILD_SHOP)
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if not isActive then
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PopupTipPanel.ShowTip("公会商店尚未解锁")
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return
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end
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UIManager.OpenPanel(UIName.MainShopPanel, SHOP_TYPE.GUILD_SHOP)
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end)
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ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.BOSS, function ()
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UIManager.OpenPanel(UIName.GuildBossPanel)
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end)
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--公会祭祀
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ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.FETE, function ()
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UIManager.OpenPanel(UIName.GuildFetePopup)
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end)
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--十绝阵
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ctrlView.AddPointFunc(GUILD_MAP_BUILD_TYPE.TENPOS,function ()
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UIManager.OpenPanel(UIName.DeathPosPanel)
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end)
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end
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-- 刷新一遍公会数据,这里主要是为了刷新玩家位置信息,避免返回地图界面出现的问题
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NetManager.RequestMyGuildInfo(function()
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if not _IsWalkData then
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ctrlView.InitWalkData()
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_IsWalkData = true
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end
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-- 刷洗图腾显示
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this.RefreshLogoShow()
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end)
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-- 刷新公会战阶段信息
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this.RefreshStageShow()
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-- 开始定时刷新聊天数据
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this.ChatTipView:StartCheck()
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-- 刷新十绝阵是否开启
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--this.RefreshDeathPos()
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-- 开始吧
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this._TimeUpdate()
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if not this._TimeCounter then
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this._TimeCounter = Timer.New(this._TimeUpdate, 1, -1, true)
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this._TimeCounter:Start()
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end
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end
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-- 刷新公会地图图腾显示
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function this.RefreshLogoShow()
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if ctrlView and _IsMapView then
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local guildData = MyGuildManager.GetMyGuildInfo()
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ctrlView.SetGuildLogo(guildData.icon)
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end
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end
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--
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function this.RefreshStageShow()
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-- 关闭按钮显示
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this.btnOneKeyDefend:SetActive(false)
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this.btnCheckDefend:SetActive(false)
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this.btnMatching:SetActive(false)
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this.btnAttack:SetActive(false)
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this.btnAttackLog:SetActive(false)
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this.btnResult:SetActive(false)
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this.stageView:SetActive(true)
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local curStage = GuildFightManager.GetCurFightStage()
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-- 阶段名称显示
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this.stageName.gameObject:SetActive(_StageNameIcon[curStage] ~= nil)
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if _StageNameIcon[curStage] then
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this.stageName.gameObject:SetActive(true)
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this.stageName.sprite = Util.LoadSprite(_StageNameIcon[curStage][1])
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this.stageName:SetNativeSize()
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end
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-- 按钮显示,及特殊阶段处理
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if curStage == GUILD_FIGHT_STAGE.UN_START then
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elseif curStage == GUILD_FIGHT_STAGE.DEFEND then
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this.btnCheckDefend:SetActive(true)
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elseif curStage == GUILD_FIGHT_STAGE.MATCHING then
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elseif curStage == GUILD_FIGHT_STAGE.ATTACK then
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this.btnAttack:SetActive(true)
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this.btnAttackLog:SetActive(true)
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elseif curStage == GUILD_FIGHT_STAGE.COUNTING then
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this.btnResult:SetActive(true)
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local result = GuildFightManager.GetGuildFightResultData()
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-- 显示结算完成
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if result and _StageNameIcon[curStage] then
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this.stageName.sprite = Util.LoadSprite(_StageNameIcon[curStage][2])
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end
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elseif curStage == GUILD_FIGHT_STAGE.EMPTEY then
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elseif curStage == GUILD_FIGHT_STAGE.DISSMISS
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or curStage == GUILD_FIGHT_STAGE.CLOSE then
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this.stageView:SetActive(false)
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end
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-- 刷新展示信息
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this.RefreshGuildInfo()
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end
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-- 刷新公会信息展示
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function this.RefreshGuildInfo()
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local enemyInfo = GuildFightManager.GetEnemyBaseData()
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if not enemyInfo then
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this.myGuild:SetActive(false)
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this.enemyGuild:SetActive(false)
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else
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this.myGuild:SetActive(true)
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this.enemyGuild:SetActive(true)
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-- 敌方数据显示
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this.GuildBaseInfoAdapter(this.enemyGuild, enemyInfo)
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-- 我方数据显示
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local myGuildData = GuildFightManager.GetMyBaseData()
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this.GuildBaseInfoAdapter(this.myGuild, myGuildData)
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end
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-- 刷新获取的星数
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this.RefreshGetStar()
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-- 检测阶段提示
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this.CheckStageTip()
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end
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-- 公会基础数据匹配
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function this.GuildBaseInfoAdapter(node, data)
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local nameText = Util.GetGameObject(node, "name"):GetComponent("Text")
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local levelText = Util.GetGameObject(node, "level"):GetComponent("Text")
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local levelbg = Util.GetGameObject(node, "lvbg")
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local logoSpr = Util.GetGameObject(node, "icon"):GetComponent("Image")
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levelText.gameObject:SetActive(data ~= nil)
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levelbg.gameObject:SetActive(data ~= nil)
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if data then
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nameText.text = data.name
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levelText.text = data.level
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local logoName = GuildManager.GetLogoResName(data.pictureId)
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logoSpr.sprite = Util.LoadSprite(logoName)
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else
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nameText.text = "..."
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logoSpr.sprite = Util.LoadSprite("r_gonghui_pipeiwenhao")
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end
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-- logoSpr:SetNativeSize()
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end
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-- 刷新获取星数的显示
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function this.RefreshGetStar()
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this.myStar.gameObject:SetActive(false)
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this.enemyStar.gameObject:SetActive(false)
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.ATTACK or curStage == GUILD_FIGHT_STAGE.COUNTING then
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this.myStar.gameObject:SetActive(true)
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this.enemyStar.gameObject:SetActive(true)
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local myGetStar, enemyGetStar = GuildFightManager.GetBothGetStarNum()
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this.myStar.text = myGetStar
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this.enemyStar.text = enemyGetStar
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end
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end
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-- 计时显示
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local _BGMFlag = nil
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function this._TimeUpdate()
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.DISSMISS or curStage == GUILD_FIGHT_STAGE.CLOSE then
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if not _BGMFlag or _BGMFlag == 1 then
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_BGMFlag = 0
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SoundManager.PlayMusic(SoundConfig.BGM_Guild)
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end
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return
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end
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local guildFightData = GuildFightManager.GetGuildFightData()
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local startTime = guildFightData.startTime
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local curTime = GetTimeStamp()
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if guildFightData.type == GUILD_FIGHT_STAGE.UN_START and curTime < startTime then
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local leftTime = startTime - curTime
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leftTime = leftTime < 0 and 0 or leftTime
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this.stageTime.text = string.format("距离公会战开启:%s", TimeToHMS(leftTime))
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if not _BGMFlag or _BGMFlag == 1 then
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_BGMFlag = 0
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SoundManager.PlayMusic(SoundConfig.BGM_Guild)
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end
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else
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local roundEndTime = guildFightData.roundEndTime
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local leftTime = roundEndTime - curTime
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leftTime = leftTime < 0 and 0 or leftTime
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this.stageTime.text = string.format("剩余时间:%s", TimeToHMS(leftTime))
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if not _BGMFlag or _BGMFlag == 0 then
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_BGMFlag = 1
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SoundManager.PlayMusic(SoundConfig.BGM_GuildFight)
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end
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end
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end
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-- 退出公会回调事件
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function this.OnQuitGuild()
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this:ClosePanel()
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end
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--- 检测当前阶段是否需要显示阶段提示界面
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function this.CheckStageTip()
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-- 获取当前公会战阶段
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local isInFight = GuildFightManager.IsInGuildFight()
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if not isInFight then return end
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local curStage = GuildFightManager.GetCurFightStage()
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local curTipStage = GuildFightManager.GetCurTipStage()
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-- 轮空状态特殊处理
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if curStage == GUILD_FIGHT_STAGE.EMPTEY and curTipStage ~= GUILD_FIGHT_STAGE.EMPTEY then
|
|
GuildFightManager.SetCurTipStage(GUILD_FIGHT_STAGE.EMPTEY)
|
|
if UIManager.IsOpen(UIName.GuildFightMatchingPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightMatchingPopup)
|
|
end
|
|
-- 显示轮空提示
|
|
UIManager.OpenPanel(UIName.GuildFightMatchSuccessPopup, 2)
|
|
return
|
|
elseif curStage == GUILD_FIGHT_STAGE.MATCHING then
|
|
local enemyInfo = GuildFightManager.GetEnemyBaseData()
|
|
if not enemyInfo then
|
|
if not curTipStage or curTipStage < curStage - 0.5 then
|
|
-- 这里匹配阶段但是未匹配成功的阶段用 匹配阶段减0.5代替 以符合提示显示的规则
|
|
-- 阶段设计问题,应该将匹配阶段分开为两个阶段
|
|
GuildFightManager.SetCurTipStage(curStage - 0.5)
|
|
if UIManager.IsOpen(UIName.GuildFightDefendInfoPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightDefendInfoPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightMatchingPopup)
|
|
end
|
|
else
|
|
if not curTipStage or curTipStage < curStage then
|
|
-- 匹配成功的阶段,显示匹配结果
|
|
GuildFightManager.SetCurTipStage(curStage)
|
|
if UIManager.IsOpen(UIName.GuildFightMatchingPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightMatchingPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightMatchSuccessPopup, 1)
|
|
end
|
|
end
|
|
return
|
|
end
|
|
|
|
if not curTipStage or curTipStage < curStage then
|
|
GuildFightManager.SetCurTipStage(curStage)
|
|
-- 根据不同的阶段显示不同的界面
|
|
if curStage == GUILD_FIGHT_STAGE.DEFEND then
|
|
if UIManager.IsOpen(UIName.GuildFightResultPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightResultPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightDefendInfoPopup, true)
|
|
elseif curStage == GUILD_FIGHT_STAGE.ATTACK then
|
|
if UIManager.IsOpen(UIName.GuildFightMatchSuccessPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightMatchSuccessPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightAttackTipPopup)
|
|
elseif curStage == GUILD_FIGHT_STAGE.COUNTING then
|
|
if UIManager.IsOpen(UIName.GuildFightAttackTipPopup) then
|
|
UIManager.ClosePanel(UIName.GuildFightAttackTipPopup)
|
|
end
|
|
UIManager.OpenPanel(UIName.GuildFightResultPopup)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- 刷新红包红点
|
|
function this.CloseRedPointClick()
|
|
GuildRedPacketManager.isCheck=false
|
|
CheckRedPointStatus(RedPointType.Guild_RedPacket)
|
|
end
|
|
|
|
--刷新十绝阵是否开启
|
|
function this.RefreshDeathPos()
|
|
NetManager.GetDeathPathStatusResponse(function(msg)
|
|
LogBlue(tostring("十绝阵开启状态 "..msg.status))
|
|
ctrlView.SetBuildFlagShow(GUILD_MAP_BUILD_TYPE.TENPOS,msg.status~=0)
|
|
end)
|
|
end
|
|
|
|
--界面关闭时调用(用于子类重写)
|
|
function GuildMainCityPanel:OnClose()
|
|
Log("公会地图删除")
|
|
ctrlView.Dispose()
|
|
_IsMapView = false
|
|
_IsWalkData = false
|
|
|
|
--
|
|
_BGMFlag = nil
|
|
-- 计时器关闭
|
|
if this._TimeCounter then
|
|
this._TimeCounter:Stop()
|
|
this._TimeCounter = nil
|
|
end
|
|
-- 关闭定时刷新数据
|
|
this.ChatTipView:StopCheck()
|
|
end
|
|
|
|
--界面销毁时调用(用于子类重写)
|
|
function GuildMainCityPanel:OnDestroy()
|
|
SubUIManager.Close(this.ChatTipView)
|
|
SubUIManager.Close(this.UpView)
|
|
-- 移除红点
|
|
-- ClearRedPointObject(RedPointType.Guild_Boss)
|
|
end
|
|
|
|
return GuildMainCityPanel
|