miduo_client/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroAndEquipListPan...

364 lines
14 KiB
Lua

require("Base/BasePanel")
HandBookHeroAndEquipListPanel = Inherit(BasePanel)
local OpenType = 0 --1 英雄 2装备 3 法宝
local proId=0--0 全部 1 火 2风 3 水 4 地 5 光 6 暗
local tabs = {}
local orginLayer = 0
local orginLayer2 = 0
local gridListData = {}
local heroNumList = {}
--初始化组件(用于子类重写)
function HandBookHeroAndEquipListPanel:InitComponent()
self.btnBack = Util.GetGameObject(self.transform, "btnBack")
--英雄
self.heroScroll = Util.GetGameObject(self.transform, "heroScroll")
self.heroScrollbar = Util.GetGameObject(self.transform, "heroScrollbar")
self.heroScrollbar.gameObject:SetActive(false)
self.card = poolManager:LoadAsset("card", PoolManager.AssetType.GameObject)
self.card.transform:SetParent(self.transform)
self.card:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
Util.GetGameObject(self.card, "choosed").gameObject:SetActive(false)
Util.GetGameObject(self.card, "redAndLock").gameObject:SetActive(false)
self.starNum = Util.GetGameObject(self.transform, "starNum")
self.heroprefab = Util.GetGameObject(self.transform, "heroprefab")
self.scrollRoot = Util.GetGameObject(self.transform, "heroScroll")
local rootHight = self.scrollRoot.transform.rect.height
local sv = SubUIManager.Open(SubUIConfig.ScrollFitterView, self.scrollRoot.transform,
self.heroprefab, Vector2.New(1080, rootHight - 10), 1, 0)
sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5)
-- 保存
sv.moveTween.Strength = 5
self.SystemScrollView = sv
--self.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
--self.BtView2 = SubUIManager.Open(SubUIConfig.BtView2, self.gameObject.transform)
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
self.selectBtn = Util.GetGameObject(self.gameObject, "Tabs/selectBtn")
Util.GetGameObject(self.transform, "Tabs/grid/Btn" .. 0):SetActive(false)
for i = 1, 6 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/grid/Btn" .. i)
end
self.Tabs = Util.GetGameObject(self.gameObject, "Tabs")
end
--绑定事件(用于子类重写)·
function HandBookHeroAndEquipListPanel:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
for i = 1, 6 do
Util.AddClick(tabs[i], function()
if i ~= proId then
proId=i
end
self:OnShowHeroFun()
end)
end
end
--添加事件监听(用于子类重写)
function HandBookHeroAndEquipListPanel:AddListener()
end
--移除事件监听(用于子类重写)
function HandBookHeroAndEquipListPanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnOpen(_type)
-- proId=ProIdConst.All
OpenType = _type
--self.BtView:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView.RolePanel })
--self.BtView2:OnOpen({ sortOrder = self.sortingOrder, panelType = PanelTypeView2.HandBookPanel })
self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnShow()
proId = PlayerManager.headBookListTag
if OpenType == 1 then
self.heroScroll:SetActive(true)
self.heroScrollbar:SetActive(false)
self.Tabs:SetActive(true)
-- proId=ProIdConst.All
self:OnShowHeroFun()
end
end
--界面关闭时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function HandBookHeroAndEquipListPanel:OnDestroy()
SubUIManager.Close(self.UpView)
--SubUIManager.Close(self.BtView)
--SubUIManager.Close(self.BtView2)
end
function HandBookHeroAndEquipListPanel:OnSortingOrderChange()
orginLayer = self.sortingOrder
end
function HandBookHeroAndEquipListPanel:Clone(_t)
local res = {}
res = _t
return res
end
function HandBookHeroAndEquipListPanel:GetHeroData()
--得到所有的对应星级的英雄
local tenHeroList = {}
local sexHeroList = {}
local fiveHeroList = {}
local fourHeroList = {}
local threeHeroList = {}
local twoHeroList = {}
local oneHeroList = {}
for id, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HeroConfig)) do
--5星最高星级是10的要在十星里面显示出来
if v.Star == 5 and v.MaxRank >= 10 and (proId == 0 or v.PropertyName == proId) then
table.insert(tenHeroList,v)
end
--所有的5星都要在六星里面显示出来
if v.Star == 5 and (proId == 0 or v.PropertyName == proId) then
table.insert(fiveHeroList,v)
table.insert(sexHeroList,v)
elseif v.Star >= 4 and (proId == 0 or v.PropertyName == proId) then
table.insert(fourHeroList,v)
elseif v.Star >= 3 and (proId == 0 or v.PropertyName == proId) then
table.insert(threeHeroList,v)
elseif v.Star >= 2 and (proId == 0 or v.PropertyName == proId) then
table.insert(twoHeroList,v)
elseif v.Star >= 1 and (proId == 0 or v.PropertyName == proId) then
table.insert(oneHeroList,v)
end
end
self:SortHeroNatural(tenHeroList)
self:SortHeroNatural(sexHeroList)
self:SortHeroNatural(fiveHeroList)
self:SortHeroNatural(fourHeroList)
self:SortHeroNatural(threeHeroList)
self:SortHeroNatural(twoHeroList)
self:SortHeroNatural(oneHeroList)
--设置图鉴的循环列表
local herodatas={}
herodatas[10]=tenHeroList
herodatas[6]=sexHeroList
herodatas[5]=fiveHeroList
herodatas[4]=fourHeroList
herodatas[3]=threeHeroList
herodatas[2]=twoHeroList
herodatas[1]=oneHeroList
PlayerManager.heroHandBookListData = herodatas
local heroScrolldatas = {}
self:HeroHaveNum()
local temp = 0
for k,v in pairs(herodatas) do
temp = 0
if v and #v > 0 then
--LogGreen("star:"..k.." heroCount:"..#v.." HeroHaveNum:"..heroNumList[k])
local str = Language[11096]..heroNumList[k].."/"..#v
table.insert(heroScrolldatas,{type = 2,star = k,index = 0,content = str })
for i = 1,#v do
if i%5 == 0 or i == #v then
local tempData = {}
for n = temp + 1, i do
table.insert(tempData,v[n])
--LogBlue("v[n].id:"..v[n].Id)
end
if i%5 ==0 then
table.insert(heroScrolldatas,{type = 1,star = k,index = math.floor(i/5), content = tempData})
else
table.insert(heroScrolldatas,{type = 1,star = k,index = math.floor(i/5) + 1, content = tempData})
end
temp = i
end
end
end
end
table.sort(heroScrolldatas,function(a,b)
if a.star == b.star then
if a.type == b.type then
return a.index < b.index
else
return a.type > b.type
end
else
return a.star > b.star
end
end)
-- for k,v in ipairs(heroScrolldatas) do
-- if v.content and v.type ==1 then
-- LogPink("star:"..v.star.." heroCount:"..#v.content.." index:"..v.index)
-- for n,m in ipairs(v.content) do
-- LogYellow("m.Id:"..m.Id.."m.Star:"..m.Star)
-- end
-- end
-- end
return heroScrolldatas
end
function HandBookHeroAndEquipListPanel:HeroHaveNum()
local curtenStarActiveNum = 0
local cursexStarActiveNum = 0
local curfiveStarActiveNum = 0
local curfourStarActiveNum = 0
local curthreeStarActiveNum = 0
local curtwoStarActiveNum = 0
local curoneStarActiveNum = 0
--计算玩家拥有的英雄中对应星级的英雄的数量
for i, v in pairs(PlayerManager.heroHandBook) do
local conFig = ConfigManager.GetConfigData(ConfigName.HeroConfig,i)
if conFig then
if PlayerManager.GetHeroDataByStar(10,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
curtenStarActiveNum = curtenStarActiveNum + 1
end
if PlayerManager.GetHeroDataByStar(6,conFig.Id) and (proId == 0 or conFig.PropertyName == proId) then
cursexStarActiveNum = cursexStarActiveNum + 1
end
if conFig.Star == 5 and (proId == 0 or conFig.PropertyName == proId) then
curfiveStarActiveNum = curfiveStarActiveNum + 1
elseif conFig.Star == 4 and (proId == 0 or conFig.PropertyName == proId) then
curfourStarActiveNum = curfourStarActiveNum + 1
elseif conFig.Star == 3 and (proId == 0 or conFig.PropertyName == proId) then
curthreeStarActiveNum = curthreeStarActiveNum + 1
elseif conFig.Star == 2 and (proId == 0 or conFig.PropertyName == proId) then
curtwoStarActiveNum = curtwoStarActiveNum + 1
elseif conFig.Star == 1 and (proId == 0 or conFig.PropertyName == proId) then
curoneStarActiveNum = curoneStarActiveNum + 1
end
end
end
heroNumList[1] = curoneStarActiveNum
heroNumList[2] = curtwoStarActiveNum
heroNumList[3] = curthreeStarActiveNum
heroNumList[4] = curfourStarActiveNum
heroNumList[5] = curfiveStarActiveNum
heroNumList[6] = cursexStarActiveNum
heroNumList[10] = curtenStarActiveNum
end
--英雄展示
function HandBookHeroAndEquipListPanel:OnShowHeroFun()
self:SetSelectBtn()
local data = self:GetHeroData()
local prefabs = {}
self.SystemScrollView:SetData(data, function(dataIndex, go)
--LogYellow("dataIndex:"..dataIndex)
self:showData(go,data[dataIndex],prefabs)
end,1)
orginLayer2 =self.sortingOrder
orginLayer = self.sortingOrder
end
--生成不同类型图鉴预制的通用方法
function HandBookHeroAndEquipListPanel:GeneralNewGoPre(_type,_index,_grid)
local go
if _type == 1 then
go=newObject(self.card)
go.transform:SetParent(_grid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition=Vector3.zero;
go.gameObject.name = "card (".._index..")"
end
return go
end
function HandBookHeroAndEquipListPanel:showData(go,data)
local star = Util.GetGameObject(go.transform, "star")
star.gameObject:SetActive(false)
local item = Util.GetGameObject(go.transform, "singleItem")
item.gameObject:SetActive(false)
if data.type == 2 then
star.gameObject:SetActive(true)
SetHeroStars(star,data.star,1,Vector2.New(71,71),-14,Vector2(0.5,0.5))
Util.GetGameObject(go.transform, "star/Text"):GetComponent("Text").text = data.content
else
item.gameObject:SetActive(true)
local prefabs = {}
for i = 1,5 do
local _go = Util.GetGameObject(item, "card"..i)
if i <= #data.content then
self:OnShowSingleHeroData(_go,data.content[i],data.star)
_go.gameObject:SetActive(false)
table.insert(prefabs,_go)
else
_go.gameObject:SetActive(false)
end
end
SecTorPlayAnim(prefabs)
end
end
--设置猎妖师数据
function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...)
local param = {...}
local heroData = param[2]
local _go=param[1]
local star=heroData.Star
local lv = 1
if(param[3]) then
star=param[3]
end
if star == 6 then
lv = 145
elseif star == 10 then
lv = 155
else
lv = 1
end
Util.GetGameObject(_go.transform, "card/choosed").gameObject:SetActive(false)
Util.GetGameObject(_go.transform, "card/redAndLock").gameObject:SetActive(false)
SetHeroBg(Util.GetGameObject(_go.transform, "card"), Util.GetGameObject(_go.transform, "card/bg"),star,heroData.Quality)
Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = lv
Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = heroData.ReadingName
Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.Painting))
Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
Util.GetGameObject(_go.transform, "card/heroStage"):SetActive(false)
local starGrid = Util.GetGameObject(_go.transform, "star")
SetHeroStars(starGrid, star,1,nil,-15,nil,Vector3.New(0,0,-15))
Util.AddOnceClick(Util.GetGameObject(_go.transform, "card"), function()
UIManager.OpenPanel(UIName.HandBookHeroInfoPanel,heroData,proId,star)
end)
if PlayerManager.GetHeroDataByStar(star,heroData.Id) then
Util.SetGray(Util.GetGameObject(_go.transform, "card/icon"), false)
Util.SetGray(Util.GetGameObject(_go.transform, "card/pro/Image"), false)
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").material = nil
else
Util.SetGray(Util.GetGameObject(_go.transform, "card/icon"), true)
Util.SetGray(Util.GetGameObject(_go.transform, "card/pro/Image"), true)
Util.GetGameObject(_go.transform, "card"):GetComponent("Image").material = Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").material
end
end
--设置选中按钮
function HandBookHeroAndEquipListPanel:SetSelectBtn()
PlayerManager.headBookListTag = proId
-- self.selectBtn:SetActive(proId ~= ProIdConst.All)
self.selectBtn.transform:SetParent(tabs[proId].transform)
self.selectBtn.transform.localPosition = Vector3.zero
end
function HandBookHeroAndEquipListPanel:SortHeroNatural(heroList)
table.sort(heroList, function(a, b)
if a.Natural == b.Natural then
return a.Id < b.Id
else
return a.Natural > b.Natural
end
end)
end
return HandBookHeroAndEquipListPanel