miduo_client/Assets/ManagedResources/~Lua/Modules/Guild/GuildFightDefendInfoPopup.lua

294 lines
10 KiB
Lua

require("Base/BasePanel")
local GuildFightDefendInfoPopup = Inherit(BasePanel)
local this = GuildFightDefendInfoPopup
-- Tab管理器
local TabBox = require("Modules/Common/TabBox")
local _TabFontColor = { default = Color.New(168 / 255, 168 / 255, 167 / 255, 1),
select = Color.New(250 / 255, 227 / 255, 175 / 255, 1) }
local _TabSprite = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001"}
local _TabData = {
[1] = { type = GUILD_BUILD_TYPE.HOUSE, name = Language[10854], starSettingIndex = 1},
[2] = { type = GUILD_BUILD_TYPE.STORE, name = Language[10074], starSettingIndex = 3},
[3] = { type = GUILD_BUILD_TYPE.LOGO, name = Language[10855], starSettingIndex = 2},
}
-- 头像管理
local _PlayerHeadList = {}
-- 星星管理
local _StarList = {}
--初始化组件(用于子类重写)
function GuildFightDefendInfoPopup:InitComponent()
this.spLoader = SpriteLoader.New()
this.btnBack = Util.GetGameObject(self.transform, "btnBack")
this.tabbox = Util.GetGameObject(self.transform, "top")
this.starBox = Util.GetGameObject(self.transform, "content/defend/allStar/box")
this.star = Util.GetGameObject(self.transform, "content/defend/allStar/box/star")
this.buffList = Util.GetGameObject(self.transform, "content/defend/bufflist")
this.buffTip = Util.GetGameObject(self.transform, "content/defend/buffTip")
this.btnDefend = Util.GetGameObject(self.transform, "content/defend/btnbg/btnDefend")
this.btnDefendStr = Util.GetGameObject(this.btnDefend, "Text"):GetComponent("Text")
this.scrollRoot = Util.GetGameObject(self.transform, "content/defend/scrollpos")
this.scrollItem = Util.GetGameObject(this.scrollRoot, "mem")
this.empty = Util.GetGameObject(this.scrollRoot, "empty")
this.timePanel = Util.GetGameObject(self.transform, "content/defend/time")
this.timeText = Util.GetGameObject(self.transform, "content/defend/time/Text"):GetComponent("Text")
end
--绑定事件(用于子类重写)
function GuildFightDefendInfoPopup:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
this:ClosePanel()
end)
Util.AddClick(this.btnDefend, function()
-- 判断编队是否是空的
local formation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_GUILD_FIGHT_DEFEND)
if #formation.teamHeroInfos == 0 then
FormationManager.RefreshFormationData(function()
UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.GUILD_DEFEND, "EDIT")
end)
return
end
--
--if this._MyIndex then
UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.GUILD_DEFEND, "EDIT")
--else
-- UIManager.OpenPanel(UIName.FormationPanel, FORMATION_TYPE.GUILD_DEFEND, "DEFEND", this._CurBuildType)
--end
end)
-- 初始化Tab管理器
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
end
--添加事件监听(用于子类重写)
function GuildFightDefendInfoPopup:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.DefendDataUpdate, this.RefreshDefendListShow)
end
--移除事件监听(用于子类重写)
function GuildFightDefendInfoPopup:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.DefendDataUpdate, this.RefreshDefendListShow)
end
--界面打开时调用(用于子类重写)
function GuildFightDefendInfoPopup:OnOpen(isShowTime)
this.isShowTime = isShowTime
if isShowTime then
this.timePanel:SetActive(true)
this.scrollRoot.transform.sizeDelta = Vector2.New(910, 826)
this._TimeUpdate()
if not this.timer then
this.timer = Timer.New(this._TimeUpdate, 1, -1, true)
this.timer:Start()
end
else
this.timePanel:SetActive(false)
this.scrollRoot.transform.sizeDelta = Vector2.New(910, 878)
end
if this.TabCtrl then
this.TabCtrl:Init(this.tabbox, _TabData)
-- 切换到我防守的建筑
local myBuildId = GuildFightManager.GetDefendStagePlayerBuildType(PlayerManager.uid)
if myBuildId then
for index, data in ipairs(_TabData) do
if data.type == myBuildId then
this.TabCtrl:ChangeTab(index)
end
end
end
end
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 GuildFightDefendInfoPopup:OnShow()
this.RefreshDefendListShow()
end
-- 计时显示
function this._TimeUpdate()
if not this.isShowTime then return end
local guildFightData = GuildFightManager.GetGuildFightData()
local curTime = GetTimeStamp()
local roundEndTime = guildFightData.roundEndTime
local leftTime = roundEndTime - curTime
leftTime = leftTime < 0 and 0 or leftTime
this.timeText.text = TimeToHMS(leftTime)
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
Util.GetGameObject(tab,"Img"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabSprite[status])
tabLab:GetComponent("Text").text = _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
end
-- tab改变回调事件
function this.OnTabChange(index, lastIndex)
-- 设置显示
this._CurIndex = index
this._CurBuildType = _TabData[index].type
--this.RefreshBaseShow()
this.RefreshDefendListShow()
end
-- 刷新基础显示
function this.RefreshBaseShow()
-- 星星
local guildSetting = ConfigManager.GetConfigData(ConfigName.GuildSetting, 1)
local starSettingIndex = _TabData[this._CurIndex].starSettingIndex
local buildStarNum = guildSetting.BuildingStar[starSettingIndex]
local maxNum = math.max(buildStarNum, #_StarList)
for i = 1, maxNum do
if not _StarList[i] then
_StarList[i] = newObjToParent(this.star, this.starBox)
end
_StarList[i]:SetActive(i <= buildStarNum)
end
-- buff
this.buffTip:SetActive(true)
this.buffList:SetActive(false)
end
-- 刷新列表显示
function this.RefreshDefendListShow()
-- 创建滚动
local height = this.isShowTime and 826 or 878
if not this.scrollView then
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform,
this.scrollItem, nil, Vector2.New(910, height), 1, 1, Vector2.New(0,0))
this.scrollView.moveTween.Strength = 2
end
this.scrollView.rectTransform.sizeDelta = Vector2.New(910, height)
local datalist = GuildFightManager.GetDefendStageBuildDefendData(this._CurBuildType)
if #datalist ~= 0 then
this.scrollView:SetData(datalist, function(index, go)
this.DefendItemAdapter(go, datalist[index], index)
end)
this.empty:SetActive(false)
this.scrollView.gameObject:SetActive(true)
else
this.empty:SetActive(true)
this.scrollView.gameObject:SetActive(false)
end
-- 判断我是否在当前建筑中
--this._MyIndex = nil
--for index, data in ipairs(datalist) do
-- if data.uid == PlayerManager.uid then
-- this._MyIndex = index
-- break
-- end
--end
-- 如果我在当前建筑
--if this._MyIndex then
-- this.btnDefendStr.text = "编辑队伍"
-- if this._MyIndex > 4 then
-- this.scrollView:SetIndex(this._MyIndex)
-- end
--else
-- this.btnDefendStr.text = "上阵队伍"
--end
end
-- 防守数据节点数据匹配
function this.DefendItemAdapter(item, data, index)
local bg = Util.GetGameObject(item, "bg")
local selfbg = Util.GetGameObject(item, "selfbg")
local headpos = Util.GetGameObject(item, "head")
local nameText = Util.GetGameObject(item, "name"):GetComponent("Text")
local powerText = Util.GetGameObject(item, "power"):GetComponent("Text")
local professText = Util.GetGameObject(item, "pos"):GetComponent("Text")
local numText = Util.GetGameObject(item, "num"):GetComponent("Text")
local rankBg = Util.GetGameObject(item, "rankbg")
local rankLab = Util.GetGameObject(rankBg, "rank")
-- 排名
if index > 0 and index <= 3 then
rankBg:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_playerrumble_paiming_0"..index)
rankBg:GetComponent("Image"):SetNativeSize()
rankLab:SetActive(false)
else
rankBg:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
rankBg:GetComponent("RectTransform").sizeDelta = Vector2.New(120, 120)
rankLab:GetComponent("Text").text = index
rankLab:SetActive(true)
end
local memData = MyGuildManager.GetMemInfo(data.uid)
nameText.text = memData.userName
professText.text = GUILD_GRANT_STR[memData.position]
powerText.text = data.curForce
--Log("布防人员星数:".. data.starCount)
numText.text = data.starCount
-- 自己要特殊显示
selfbg:SetActive(data.uid == PlayerManager.uid)
-- 头像
if not _PlayerHeadList[item] then
_PlayerHeadList[item] = SubUIManager.Open(SubUIConfig.PlayerHeadView, headpos.transform)
end
_PlayerHeadList[item]:Reset()
_PlayerHeadList[item]:SetScale(Vector3.one * 0.6)
_PlayerHeadList[item]:SetHead(memData.head)
_PlayerHeadList[item]:SetFrame(memData.frame)
_PlayerHeadList[item]:SetLayer(this.sortingOrder)
_PlayerHeadList[item]:SetEffectScale(0.75)
-- 添加点击事件
Util.AddOnceClick(bg, function()
UIManager.OpenPanel(UIName.GuildMemberInfoPopup, GUILD_MEM_POPUP_TYPE.DEFEND, data.uid, data.starCount)
end)
end
--界面关闭时调用(用于子类重写)
function GuildFightDefendInfoPopup:OnClose()
--if this.scrollView then
-- GameObject.Destroy(this.scrollView.gameObject)
-- this.scrollView = nil
--end
end
--界面销毁时调用(用于子类重写)
function GuildFightDefendInfoPopup:OnDestroy()
this.spLoader:Destroy()
-- 头像回收
for _, playerHead in pairs(_PlayerHeadList) do
playerHead:Recycle()
end
_PlayerHeadList = {}
this.scrollView = nil
-- 星星
_StarList = {}
-- 计时器销毁
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
return GuildFightDefendInfoPopup