miduo_client/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPane...

510 lines
24 KiB
Lua

require("Base/BasePanel")
FightLevelSingleChapterPanel = Inherit(BasePanel)
local this = FightLevelSingleChapterPanel
local sortingOrder = 0
local boxList = {}
local levelList = {}
local chapterId = 0
local chapterData = {}
local allMissionDailyBoxItemPres = {}
local mainLevleBg = { [1] = "s_shanhe_xiaoditu_dabiao", [2] = "s_shanhe_xiaoditu_dabiao_01" }
local LevleTitleBg = { [1] = "s_shanhe_xiaoditu_biaoxiamingzidi", [2] = "s_shanhe_xiaoditu_biaoxiamingzidi_01" }
local point = { [1] = "s_shanhe_xiaoditu_xiabao", [2] = "s_shanhe_xiaoditu_xiabao_01" }
local assistantLevleDiBg = { [1] = "s_shanhe_xiaoditu_zhongbiao", [2] = "s_shanhe_xiaoditu_zhongbiao_01" }
local assistantLevleBattle = {
[1] = "s_shanhe_xiaoditu_jian",
[2] = "s_shanhe_xiaoditu_jian_01",
[3] =
"r_jyxz_qizhi_gou"
}
local assistantLevleReward = { [1] = "baoxiang-01-1", [2] = "s_shanhe_xiaoditu_baoxiang_01", [3] = "baoxiang-01-2" }
local allSmallPoint = {}
--初始化组件(用于子类重写)
function FightLevelSingleChapterPanel:InitComponent()
this.spLoader = SpriteLoader.New()
self.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
this.chapterNameText = Util.GetGameObject(self.gameObject, "rightUp/chapterNameText"):GetComponent("Text")
this.chapterNameImage = Util.GetGameObject(self.gameObject, "rightUp/starInfoBg/Image/Image"):GetComponent("Text")
this.totalPro = Util.GetGameObject(self.gameObject, "rewardBg/totalProImage/totalPro"):GetComponent("Text")
this.prb = Util.GetGameObject(self.gameObject, "middle/prb")
this.rect = Util.GetGameObject(self.gameObject, "middle/rect")
levelList = {}
this.rewardBoxParent = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList")
this.progressBottom = Util.GetGameObject(self.gameObject, "middle/rewardBg/progressBottom/Image"):GetComponent(
"Image")
for i = 1, 3 do
boxList[i] = Util.GetGameObject(self.gameObject, "middle/rewardBg/btnList/BoxBtn" .. i)
end
this.leftBtn = Util.GetGameObject(self.gameObject, "middle/leftBtn")
this.rightBtn = Util.GetGameObject(self.gameObject, "middle/rightBtn")
this.leftBtnClick = Util.GetGameObject(self.gameObject, "middle/leftBtn/GameObject")
this.rightBtnClick = Util.GetGameObject(self.gameObject, "middle/rightBtn/GameObject")
--宝箱预览
this.rewardMaskBtn = Util.GetGameObject(self.gameObject, "middle/rewardMaskBtn")
this.RewardPanelGetInfo = Util.GetGameObject(self.gameObject, "middle/rewardMaskBtn/RewardPanel/getInfo")
:GetComponent("Text")
this.RewardPanelGrid = Util.GetGameObject(self.gameObject, "middle/rewardMaskBtn/RewardPanel/ViewRect/grid")
Util.GetGameObject(self.gameObject, "middle/rewardMaskBtn/RewardPanel/Image/Text"):GetComponent("Text").text =
Language[10798]
--无用小点显示
allSmallPoint = {}
this.pointPre = Util.GetGameObject(self.gameObject, "middle/pointPre")
this.pointParent = Util.GetGameObject(self.gameObject, "middle/pointParent")
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
this.mask = Util.GetGameObject(self.gameObject, "mask")
this.activityEnterBtn = Util.GetGameObject(self.gameObject, "activityEnterBtn")
this.activityEnterBtnTime = Util.GetGameObject(this.activityEnterBtn, "time"):GetComponent("Text")
end
--绑定事件(用于子类重写)
function FightLevelSingleChapterPanel:BindEvent()
Util.AddClick(self.activityEnterBtn, function()
JumpManager.GoJump(26002)
end)
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(this.leftBtnClick, function()
this.LeftOrRightBtnClickEvent(1)
end)
Util.AddClick(this.rightBtnClick, function()
this.LeftOrRightBtnClickEvent(2)
end)
Util.AddClick(this.rewardMaskBtn, function()
this.rewardMaskBtn:SetActive(false)
end)
end
function FightLevelSingleChapterPanel:OnSortingOrderChange()
--特效层级重设
if levelList and #levelList > 0 then
for i = 1, #levelList do
Util.SetParticleSortLayer(levelList[i], self.sortingOrder + 1)
end
sortingOrder = self.sortingOrder
end
end
--界面打开时调用(用于子类重写)
function FightLevelSingleChapterPanel:OnOpen(_chapterId)
chapterId = _chapterId
this.mask:SetActive(false)
-- SoundManager.PlaySound(SoundConfig.Sound_WorldMap)
this.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 FightLevelSingleChapterPanel:OnShow()
this.OnShowPanel()
this.LeftOrRightBtnClickEvent()
this.rewardMaskBtn:SetActive(false)
this.showActivityBtn()
end
function this.showActivityBtn()
if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.ShanHeShiLian) then
this.activityEnterBtn.gameObject:SetActive(true)
else
this.activityEnterBtn.gameObject:SetActive(false)
end
this.activityBtnTimeShow()
end
function this.activityBtnTimeShow()
if this.activityBtnTime then
this.activityBtnTime:Stop()
this.activityBtnTime = nil
end
local remainTime = ActivityGiftManager.GetTaskRemainTime(ActivityTypeDef.ShanHeShiLian)
local s = function()
local temp = ""
if remainTime <= 86400 then
temp = TimeToFelaxible(remainTime) .. Language[10799]
elseif remainTime > 86400 then
temp = TimeToDHM(remainTime) .. Language[10799]
end
this.activityEnterBtnTime.text = temp
remainTime = remainTime - 1
if remainTime <= 0 then
this.activityEnterBtn.gameObject:SetActive(false)
if this.activityBtnTime then
this.activityBtnTime:Stop()
this.activityBtnTime = nil
end
return
end
end
s()
this.activityBtnTime = Timer.New(s, 1, -1, false)
this.activityBtnTime:Start()
end
function this.OnShowPanel()
SoundManager.PlayMusic(SoundConfig.BGM_Main)
chapterData = FightLevelManager.GetChapterData(chapterId)
this.chapterNameText.text = GetLanguageStrById(chapterData.config.Name)
this.chapterNameImage.text = chapterData.config.Id
if chapterData.node and LengthOfTable(chapterData.node) > 0 then
local curchapterData = {}
for key, value in pairs(chapterData.node) do
table.insert(curchapterData, value)
end
table.sort(curchapterData, function(a, b) return a.nodeId < b.nodeId end)
this.SetSingleLevel(curchapterData)
sortingOrder = this.sortingOrder
end
if chapterData.reward == nil or LengthOfTable(chapterData.reward) == 0 then
local aaa = { { id = 1, state = 0 }, { id = 2, state = 0 }, { id = 3, state = 0 } }
chapterData.reward = aaa
end
if chapterData.reward and LengthOfTable(chapterData.reward) > 0 then
this.SetlevelBox(chapterData.reward)
end
this.ShowChapterPoint()
end
function this.ShowChapterPoint()
local allNodeDatas = {}
for key, value in pairs(chapterData.node) do
table.insert(allNodeDatas, value)
end
table.sort(allNodeDatas, function(a, b) return a.nodeId < b.nodeId end)
local points = {}
for i = 1, #allNodeDatas do
if allNodeDatas[i].config.UselessPoint then
local isOpen = this.GetCurLevelIsOpen(allNodeDatas[i]) -- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
for j = 1, #allNodeDatas[i].config.UselessPoint do
table.insert(points,
{ allNodeDatas[i].config.UselessPoint[j][1], allNodeDatas[i].config.UselessPoint[j][2], isOpen })
-- if allNodeDatas[i].config.UselessPoint[j + 1] then
-- local posX = allNodeDatas[i].config.UselessPoint[j][1] + (allNodeDatas[i].config.UselessPoint[j + 1][1] - allNodeDatas[i].config.UselessPoint[j][1])/2
-- local posY = allNodeDatas[i].config.UselessPoint[j][2] + (allNodeDatas[i].config.UselessPoint[j + 1][2] - allNodeDatas[i].config.UselessPoint[j][2])/2
-- table.insert(points,{posX,posY,isOpen})
-- end
end
end
end
for i = 1, math.max(#allSmallPoint, #points) do
local go = allSmallPoint[i]
if not go then
go = newObject(this.pointPre)
go.transform:SetParent(this.pointParent.transform)
go.name = "pointPre" .. i
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
allSmallPoint[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #points do
allSmallPoint[i].gameObject:SetActive(true)
allSmallPoint[i].transform.localPosition = Vector3.New(points[i][1], points[i][2], 0)
local image = allSmallPoint[i]:GetComponent("Image")
image.sprite = this.spLoader:LoadSprite(points[i][3] == 0 and point[1] or point[2])
end
end
function this.SetSingleLevel(levelDatas)
for i = math.max(#levelDatas, #levelList), 1, -1 do
local go = levelList[i]
if not go then
go = newObject(this.prb)
go.transform:SetParent(this.rect.transform)
go.name = "level" .. i
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
levelList[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #levelDatas do
local levelData = levelDatas[i]
levelList[i]:SetActive(true)
levelList[i].transform.localPosition = Vector3.New(levelDatas[i].config.LevelPointPosition[1],
levelDatas[i].config.LevelPointPosition[2], 0)
local prb1 = Util.GetGameObject(levelList[i], "prb1") --主
local prb2 = Util.GetGameObject(levelList[i], "prb2") --副奖励
local prb3 = Util.GetGameObject(levelList[i], "prb3") --副战斗
local UI_Effect_Kuang_JinSe = Util.GetGameObject(levelList[i], "UI_Effect_Kuang_JinSe")
local isFarstEffect = Util.GetGameObject(levelList[i], "isFirst")
local isOpen = this.GetCurLevelIsOpen(levelDatas[i]) -- -1 未开启 0 开启 1 需解锁上一关 2 等级不足
prb1:SetActive(false)
prb2:SetActive(false)
prb3:SetActive(false)
UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
for j = 1, 3 do
Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping (" .. j .. ")"),
this.sortingOrder + 1)
end
Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe, this.sortingOrder + 1)
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
prb1:SetActive(true)
Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and
LevleTitleBg[1] or LevleTitleBg[2])
local name = isOpen == 0 and string.format("<color=#FFC07C>%s</color>", levelData.config.Name) or
string.format("<color=#E3D8CC>%s</color>", levelData.config.Name)
Util.GetGameObject(prb1, "nameBg/levelName"):GetComponent("Text").text = GetLanguageStrById(name)
Util.GetGameObject(prb1, "openImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and
mainLevleBg[1] or mainLevleBg[2])
local bossIcon = Util.GetGameObject(prb1, "openImage/bossIcon")
bossIcon:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(ConfigManager.GetConfigData(
ConfigName.HeroConfig, levelData.config.Head).Icon))
Util.SetGray(bossIcon, not (isOpen == 0))
local starParent = Util.GetGameObject(prb1, "star")
if levelData.isPass then
starParent:SetActive(true)
for j = 1, 3 do
local curIndexStarGo = Util.GetGameObject(levelList[i], "prb1/star/star (" .. j .. ")/star")
curIndexStarGo:SetActive(FightLevelManager.GetCurLevelStarState(levelData.state, j))
end
else
starParent:SetActive(false)
end
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup, FIGHTLEVEL_POPUP_TYPE.MainLevel, levelData)
elseif isOpen == -1 then
PopupTipPanel.ShowTip(Language[10384])
elseif isOpen == 1 then
PopupTipPanel.ShowTip(Language[10800])
elseif isOpen == 2 then
PopupTipPanel.ShowTip(string.format(Language[10793], levelDatas[i].config.LevelLimit))
end
end)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then --副关卡奖励
prb2:SetActive(true)
local prb2Icon = Util.GetGameObject(prb2, "Icon")
prb2:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or
assistantLevleDiBg[2])
local icon = isOpen == 0 and assistantLevleReward[1] or assistantLevleReward[2]
if levelData.state == 1 then
icon = assistantLevleReward[3]
end
if isOpen == 0 then
prb2Icon:SetActive(false)
else
prb2Icon:SetActive(true)
end
prb2Icon:GetComponent("Image").sprite = this.spLoader:LoadSprite(icon)
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):SetActive(levelData.state == 1)
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(false)
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = false
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/KaiQi"):SetActive(levelData.state == 1)
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KeKaiQi"):SetActive(levelData.state == 0 and
isOpen == 0)
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
if levelData.state == 0 then
this.mask:SetActive(true)
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KeKaiQi"):SetActive(false)
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):SetActive(true)
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = true
Util.GetGameObject(levelList[i], "prb2/UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(true)
Timer.New(function()
FightLevelManager.FightLevelFightBattle(levelData, function()
this.OnShowPanel()
this.LeftOrRightBtnClickEvent()
this.mask:SetActive(false)
end)
end, 1, 1, true):Start()
elseif levelData.state == 1 then
PopupTipPanel.ShowTip(Language[10801])
end
elseif isOpen == -1 then
PopupTipPanel.ShowTip(Language[10384])
elseif isOpen == 1 then
PopupTipPanel.ShowTip(Language[10800])
elseif isOpen == 2 then
PopupTipPanel.ShowTip(string.format(Language[10793], levelDatas[i].config.LevelLimit))
end
end)
Util.SetParticleSortLayer(levelList[i], this.sortingOrder + 1)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then --副关卡战斗
prb3:SetActive(true)
prb3:GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and assistantLevleDiBg[1] or
assistantLevleDiBg[2])
local icon = isOpen == 0 and assistantLevleBattle[1] or assistantLevleBattle[2]
if levelData.state == 1 then
icon = assistantLevleBattle[3]
end
Util.GetGameObject(prb3, "Icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(icon)
Util.AddOnceClick(levelList[i], function()
if isOpen == 0 then
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup, FIGHTLEVEL_POPUP_TYPE.AssistantLevel,
levelData)
elseif isOpen == -1 then
PopupTipPanel.ShowTip(Language[10384])
elseif isOpen == 1 then
PopupTipPanel.ShowTip(Language[10800])
elseif isOpen == 2 then
PopupTipPanel.ShowTip(string.format(Language[10793], levelDatas[i].config.LevelLimit))
end
end)
end
end
end
function this.SetlevelBox(_rewardBoxDatas)
this.totalPro.text = chapterData.stars .. "/" .. chapterData.curMaxStarNum
this.progressBottom.fillAmount = chapterData.stars / chapterData.curMaxStarNum
for i = 1, math.max(#_rewardBoxDatas, #boxList) do
local go = boxList[i]
if not go then
go = newObject(boxList[1])
go.transform:SetParent(this.rewardBoxParent.transform)
go.name = "BoxBtn" .. i
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
boxList[i] = go
end
go.gameObject:SetActive(false)
end
for i, v in pairs(_rewardBoxDatas) do
boxList[i]:SetActive(true)
local missionConfigData = _rewardBoxDatas[i].config
boxList[i]:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(missionConfigData.RewardIcon))
Util.GetGameObject(boxList[i], "num"):GetComponent("Text").text = missionConfigData.Star
Util.GetGameObject(boxList[i], "redPoint"):SetActive(_rewardBoxDatas[i].state == 0 and
chapterData.stars > _rewardBoxDatas[i].config.Star)
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi"):SetActive(v.state==SingleDailyMissionState.GetFinish)
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(false)
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = false
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KaiQi/KaiQi"):SetActive(v.state==SingleDailyMissionState.GetFinish)
-- Util.GetGameObject(boxList[i], "UI_Effect_BaoXiang_KeKaiQi"):SetActive(v.state==SingleDailyMissionState.Finish)
Util.GetGameObject(boxList[i], "getFinish"):SetActive(false)
Util.GetGameObject(boxList[i], "redPoint"):SetActive(false)
if _rewardBoxDatas[i].state == 0 then
if chapterData.stars >= missionConfigData.Star then
Util.GetGameObject(boxList[i], "redPoint"):SetActive(true)
Util.AddOnceClick(boxList[i], function()
NetManager.GetHardStageChapterReward(chapterData.chapterId, missionConfigData.Id, function(msg)
--自己刷新一下宝箱数据
FightLevelManager.SetChapterBoxRewardData(chapterData.chapterId, missionConfigData.Id, 1)
CheckRedPointStatus(RedPointType.FightLevelBoxReward)
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1, function() --isBackBattle true时 为回放不走回调
if chapterData.reward and LengthOfTable(chapterData.reward) > 0 then
this.SetlevelBox(chapterData.reward)
end
end)
end)
end)
else
Util.GetGameObject(boxList[i], "redPoint"):SetActive(false)
Util.AddOnceClick(boxList[i], function()
this.FindBoxRewardInfo(missionConfigData)
end)
end
elseif _rewardBoxDatas[i].state == 1 then
Util.GetGameObject(boxList[i], "getFinish"):SetActive(true)
Util.AddOnceClick(boxList[i], function()
this.FindBoxRewardInfo(missionConfigData)
end)
end
end
end
--左右按钮
function this.LeftOrRightBtnClickEvent(index)
--index 为空时 刷新下左右按钮的显示 下一章节未开启的时候不显示右按钮 相反
local upChapterId = chapterData.chapterId - 1
local upChapterData = FightLevelManager.GetChapterData(upChapterId)
local canLeft = true
if upChapterData and upChapterId <= FightLevelManager.GetCurChapterId() then
this.leftBtn:SetActive(true)
else
canLeft = false
this.leftBtn:SetActive(false)
end
local downChapterId = chapterData.chapterId + 1
local downChapterData = FightLevelManager.GetChapterData(downChapterId)
local canRight = true
if downChapterData and downChapterId <= FightLevelManager.GetCurChapterId() then
this.rightBtn:SetActive(true)
else
canRight = false
this.rightBtn:SetActive(false)
end
if index and index == 1 and canLeft then --左
chapterId = upChapterId
chapterData = upChapterData
FightLevelManager.curSelect = FightLevelManager.curSelect - 1
this.OnShowPanel()
this.LeftOrRightBtnClickEvent()
elseif index and index == 2 and canRight then --右
chapterId = downChapterId
chapterData = downChapterData
FightLevelManager.curSelect = FightLevelManager.curSelect + 1
this.OnShowPanel()
this.LeftOrRightBtnClickEvent()
end
end
function this.GetCurLevelIsOpen(levelDatas)
if levelDatas.config.LevelLimit == -1 then
return -1
end
if levelDatas.nodeId > FightLevelManager.GetCurChapterLevelId() then
--特殊判断 分主关卡和副关卡
local upMainLevelConfig = FightLevelManager.GetChapterLevelData(levelDatas.config.Chapter,
levelDatas.config.NextLevel)
if not upMainLevelConfig.isPass then
return 1
end
end
if levelDatas.config.LevelLimit > PlayerManager.level then
return 2
end
return 0
end
--宝箱奖励预览
function this.FindBoxRewardInfo(missionConfigData)
local curConfig = missionConfigData
this.RewardPanelGetInfo.text = string.format(Language[10802], curConfig.Star)
local showItem = ConfigManager.GetConfigData(ConfigName.RewardGroup, curConfig.StarReward)
local reward = {}
if showItem and showItem.ShowItem then
reward = showItem.ShowItem
end
if reward then
for i = 1, math.max(#allMissionDailyBoxItemPres, #reward) do
local go = allMissionDailyBoxItemPres[i]
if not go then
go = SubUIManager.Open(SubUIConfig.ItemView, this.RewardPanelGrid.transform)
go.gameObject.name = "frame" .. i
allMissionDailyBoxItemPres[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #reward do
allMissionDailyBoxItemPres[i].gameObject:SetActive(true)
allMissionDailyBoxItemPres[i]:OnOpen(false, reward[i], 0.75)
end
end
this.rewardMaskBtn:SetActive(true)
end
--界面关闭时调用(用于子类重写)
function FightLevelSingleChapterPanel:OnClose()
if this.activityBtnTime then
this.activityBtnTime:Stop()
this.activityBtnTime = nil
end
end
--界面销毁时调用(用于子类重写)
function FightLevelSingleChapterPanel:OnDestroy()
allMissionDailyBoxItemPres = {}
this.spLoader:Destroy()
SubUIManager.Close(this.UpView)
end
return FightLevelSingleChapterPanel