miduo_client/Assets/ManagedResources/~Lua/Modules/HomeLand/TrainSelectHeroPanel.lua

311 lines
12 KiB
Lua

----- 心愿抽卡弹窗 -----
local TrainSelectHeroPanel = quick_class("TrainSelectHeroPanel", BasePanel)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local this = TrainSelectHeroPanel
local buildData = nil
local curHeroId = nil
local leftTime = -1
local curSelectObj = nil
function this:InitComponent()
self.spLoader = SpriteLoader.New()
self.btn_close = Util.GetGameObject(self.gameObject, "bg/btn_close")
self.btn_star = Util.GetGameObject(self.gameObject, "bg/btn_star")
self.btn_end = Util.GetGameObject(self.gameObject, "bg/btn_end")
self.btn_speed = Util.GetGameObject(self.gameObject, "bg/speedUp")
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.scroll = Util.GetGameObject(self.gameObject, "selectList")
self.itemPre = Util.GetGameObject(self.gameObject, "itemPre")
self.title = Util.GetGameObject(self.gameObject, "bg/title"):GetComponent("Text")
self.infoTxt = Util.GetGameObject(self.gameObject, "bg/info"):GetComponent("Text")
self.costImg = Util.GetGameObject(self.gameObject, "bg/costImg"):GetComponent("Image")
self.costNum = Util.GetGameObject(self.gameObject, "bg/costNum"):GetComponent("Text")
-- 设置循环滚动,万一内容不停地加
local rootHight = self.scroll.transform.rect.height
local width = self.scroll.transform.rect.width
self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 75))
self.scrollView.moveTween.MomentumAmount = 1
self.scrollView.moveTween.Strength = 2
self.itemList = {}
self.maskList = {}
--wishList
self.selctHero = Util.GetGameObject(self.gameObject, "bg/bglist/hero")
--tabList
self.tabListObj = {}
self.selectBtn = Util.GetGameObject(self.gameObject, "Tabs/grid/selectBtn")
for j = 1, 4 do
self.maskList[j] = {}
self.itemList[j] = {}
self.tabListObj[j] = Util.GetGameObject(self.gameObject, "Tabs/grid/Btn" .. j)
end
self.noneObj = Util.GetGameObject(self.gameObject, "NoneImage")
Util.GetGameObject(self.gameObject, "NoneImage/TextImage/Text"):GetComponent("Text").text = Language[11607]
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
end
function this:BindEvent()
for i = 1, 4 do
Util.AddOnceClick(self.tabListObj[i], function()
self.curSelect = i
this:Refresh(true, false)
end)
end
Util.AddOnceClick(self.btn_close, function()
--LogError("点击确定按钮")
self:ClosePanel()
end)
Util.AddOnceClick(self.btn_speed, function()
if buildData.heroId == nil or buildData.heroId == "" then
PopupTipPanel.ShowTip(Language[11608])
return
end
UIManager.OpenPanel(UIName.TrainHeroAddSpeedPanel, buildData, this)
end)
Util.AddOnceClick(self.btn_star, function()
if buildData.heroId and buildData.heroId ~= "" then
PopupTipPanel.ShowTip(Language[11609])
return
end
if curHeroId == nil or curHeroId == "" then
PopupTipPanel.ShowTip(Language[11610])
return
end
NetManager.TrainingRequest(buildData.dataMain.Id, curHeroId, 1, function()
self:Refresh()
Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
end)
end)
Util.AddOnceClick(self.btn_end, function()
if buildData.heroId and buildData.heroId ~= "" then
NetManager.TrainingRequest(buildData.dataMain.Id, buildData.heroId, 2, function()
curHeroId = nil
self:Refresh()
Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
end)
end
end)
--帮助按钮
Util.AddClick(self.helpBtn, function()
LogError("点击帮助按钮")
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Train, self.helpPosition.x, self.helpPosition.y)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnOpen(_data, _leftTime)
buildData = _data
self.title.text = GetLanguageStrById(buildData.dataMain.Name)
self.infoTxt.text = GetLanguageStrById(buildData.dataMain.Name) ..
Language[11599] .. buildData.dataSingle.Gain .. Language[11600]
leftTime = _leftTime
curHeroId = buildData.heroId
--LogError("buildData.dataMain.Id==="..buildData.dataMain.Id)
end
function this:OnShow()
this:Refresh(true, false)
end
function this:Refresh(isTop, isAni)
--self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
this:SetHeroList(isTop, isAni)
this:SetUpHero()
end
function this:SetUpHero()
local go = self.selctHero
local frame = Util.GetGameObject(go, "frame"):GetComponent("Image")
local icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
local proIcon = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
local starGrid = Util.GetGameObject(go, "star")
local choosed = Util.GetGameObject(go, "choosed")
local lv = Util.GetGameObject(go, "lvBg/lv"):GetComponent("Text")
local name = Util.GetGameObject(go, "name"):GetComponent("Text")
local trainLv = Util.GetGameObject(go, "trainLvBg/Text"):GetComponent("Text")
local trainObj = Util.GetGameObject(go, "trainLvBg")
local heroId = curHeroId
choosed:SetActive(false)
if heroId and heroId ~= "" then
local heroData = HeroManager.GetSingleHeroData(heroId)
if heroData then
go:SetActive(true)
frame.sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.heroConfig.Natural))
icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
trainObj:SetActive(heroData.HeroTraining.trainingLv > 0)
trainLv.text = Language[11601] .. heroData.HeroTraining.trainingLv
name.text = heroData.heroConfig.Name
lv.text = heroData.lv
SetHeroStars(self.spLoader, starGrid, heroData.star)
Util.SetParticleSortLayer(starGrid, this.sortingOrder + 1)
Util.AddOnceClick(go, function()
end)
local pos = buildData.dataSingle.Position
local max = 0
local curValue = 0
local train = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train, "HeroID", heroData.heroConfig.Id,
"Level", heroData.HeroTraining.trainingLv)
if train then
local aaa = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.TrainSetting, "PoolID",
train.TrainSettingID, "Level", heroData.HeroTraining.trainingLv)
if pos == 1 then
max = aaa.TrainExp1
curValue = heroData.HeroTraining.attackExp
elseif pos == 2 then
max = aaa.TrainExp2
curValue = heroData.HeroTraining.defenseExp
elseif pos == 3 then
max = aaa.TrainExp3
curValue = heroData.HeroTraining.hpExp
end
end
LogError("curvalue===========================" ..
curValue .. " max==" .. max .. " buildData.dataSingle.Gain==" .. buildData.dataSingle.Gain)
local endTime = buildData.heroStarTime + math.ceil((max - curValue) / buildData.dataSingle.Gain) * 60
leftTime = endTime - GetTimeStamp()
this:SetTime(name)
end
else
go:SetActive(false)
end
-- Util.AddLongPressClick(go,function ()
-- UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroId, 5)
-- end,0.5)
end
function this:SetHeroList(isTop, isAni)
local heroList = TrainBuildManager.GetAllCanTrainHero()
local list = {}
curSelectObj = nil
--LogError("buildData.heroId======="..buildData.heroId)
local upList = TrainBuildManager.GetTrainHeroIds()
for k, v in pairs(heroList) do
if CheckListIsContainValue1(upList, v.dynamicId) == false or v.dynamicId == buildData.heroId then
table.insert(list, v)
end
end
self.noneObj:SetActive(#list == 0)
self.scrollView:SetData(list, function(index, item)
this:ShowSingleHero(item, list[index], index)
end, not isTop, not isAni)
end
function this:SetTime(_text)
if self.timer then
self.timer:Stop()
self.timer = nil
end
if buildData.heroId and buildData.heroId ~= "" then
_text.gameObject:SetActive(true)
self.timer = Timer.New(function()
if leftTime >= 0 then
_text.text = TimeToFelaxible(leftTime)
leftTime = leftTime - 1
_text.gameObject:SetActive(true)
if leftTime < 0 then
--curObj.effect2:SetActive(true)
_text.text = Language[10364]
end
else
if buildData.heroId and buildData.heroId ~= "" then
_text.gameObject:SetActive(true)
_text.text = Language[10364]
end
end
end, 1, -1, true)
self.timer:Start()
else
_text.gameObject:SetActive(false)
end
end
function this:ShowSingleHero(go, data, index)
local heroData = data.heroConfig
Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData
.Natural))
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Icon))
Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(
heroData.PropertyName))
Util.GetGameObject(go, "name"):GetComponent("Text").text = GetLanguageStrById(heroData.ReadingName)
Util.GetGameObject(go, "choosed/Text"):GetComponent("Text").text = Language[11611]
Util.GetGameObject(go, "lvBg/lv"):GetComponent("Text").text = data.lv
local trainLv = Util.GetGameObject(go, "trainLvBg/Text"):GetComponent("Text")
local trainObj = Util.GetGameObject(go, "trainLvBg")
local choosed = Util.GetGameObject(go, "choosed")
choosed:SetActive(curHeroId == data.dynamicId)
if curHeroId == data.dynamicId then
curSelectObj = choosed
end
local trainInfo = Util.GetGameObject(go, "trainLvBg")
local trainLv = Util.GetGameObject(go, "trainLvBg/Text"):GetComponent("Text")
trainObj:SetActive(data.HeroTraining.trainingLv > 0)
trainLv.text = Language[11601] .. data.HeroTraining.trainingLv
local starGrid = Util.GetGameObject(go, "star")
SetHeroStars(self.spLoader, starGrid, data.star)
Util.SetParticleSortLayer(starGrid, this.sortingOrder + 1)
Util.AddOnceClick(go, function()
if buildData.heroId and buildData.heroId ~= "" then
if data.dynamicId ~= buildData.heroId then
PopupTipPanel.ShowTip(Language[11612])
return
end
if data.dynamicId == buildData.heroId then
PopupTipPanel.ShowTip(Language[11613])
return
end
end
if curHeroId ~= data.dynamicId then
if curSelectObj then
curSelectObj:SetActive(false)
end
curHeroId = data.dynamicId
curSelectObj = choosed
else
curHeroId = nil
curSelectObj = nil
end
choosed:SetActive(curHeroId == data.dynamicId)
this:SetUpHero()
end)
end
function this:OnClose()
end
function this:OnDestroy()
self.itemList = {}
self.maskList = {}
self.wishListObj = {}
self.tabListObj = {}
self.spLoader:Destroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
end
return this