265 lines
12 KiB
Lua
265 lines
12 KiB
Lua
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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FourElementSingleWave = {}
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function FourElementSingleWave:New(gameObject)
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local b = {}
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b.gameObject = gameObject
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b.transform = gameObject.transform
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setmetatable(b, { __index = FourElementSingleWave })
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return b
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end
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--初始化组件(用于子类重写)
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function FourElementSingleWave:InitComponent(go, _data, _curType)
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self.spLoader = SpriteLoader.New()
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self.wave = Util.GetGameObject(go, "bg/leftLayout/num"):GetComponent("Text")
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self.power = Util.GetGameObject(go, "bg/power/Text"):GetComponent("Text")
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self.reward = Util.GetGameObject(go, "bg/rewardRect")
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self.fight = Util.GetGameObject(go, "bg/fight")
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self.pass = Util.GetGameObject(go, "bg/pass"):GetComponent("Image")
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self.title = Util.GetGameObject(go, "bg/leftLayout/title"):GetComponent("Image")
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self.hero = Util.GetGameObject(go, "bg/Hero")
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self.rewardText = Util.GetGameObject(self.reward, "Text"):GetComponent("Text")
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self.fightBtnIcon = Util.GetGameObject(self.fight, "layout/icon"):GetComponent("Image")
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self.fightBtnNum = Util.GetGameObject(self.fight, "layout/num"):GetComponent("Text")
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self.fightBtnText = Util.GetGameObject(self.fight, "layout/Text"):GetComponent("Text")
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self.fightBtnRed = Util.GetGameObject(self.fight, "red")
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self.fightBtnMask = Util.GetGameObject(self.fight, "mask"):GetComponent("Image")
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self.bg = Util.GetGameObject(go, "bg"):GetComponent("Image")
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self.rewardGrid = Util.GetGameObject(self.reward, "grid")
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self.frame = Util.GetGameObject(self.hero, "Bg1"):GetComponent("Image")
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self.icon = Util.GetGameObject(self.hero, "Mask/icon"):GetComponent("RawImage")
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--self.icon=Util.GetGameObject(self.hero, "Mask/icon"):GetComponent("Image")
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self.lv = Util.GetGameObject(self.hero, "lv/Text"):GetComponent("Text")
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self.pro = Util.GetGameObject(self.hero, "Pro/Image"):GetComponent("Image")
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self.fg = Util.GetGameObject(self.hero, "Bg2"):GetComponent("Image")
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--self.starGrid = Util.GetGameObject(self.hero,"starGrid")
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self.starGrid = Util.GetGameObject(self.hero, "StarGrid")
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self.name = Util.GetGameObject(self.hero, "Name/Text"):GetComponent("Text")
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Util.GetGameObject(self.hero, "yuanImage"):SetActive(false)
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Util.GetGameObject(self.hero, "hpProgress"):SetActive(false)
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Util.GetGameObject(self.hero, "rageProgress"):SetActive(false)
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self.btn = Util.GetGameObject(go, "bg/btn")
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self.data = _data
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self.trailData = MonsterCampManager.GetCurFourElementMonsterInfo(_curType)
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self.rewardList = {}
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for i = 1, self.rewardGrid.transform.childCount do
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local temp = self:NewItemView(SubUIConfig.ItemView, self.rewardGrid.transform:GetChild(i - 1).gameObject)
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table.insert(self.rewardList, temp)
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end
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end
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function FourElementSingleWave:OnOpen()
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self:UpdatePrivilage()
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self.fightBtnIcon.gameObject:SetActive(false)
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self.fightBtnNum.gameObject:SetActive(false)
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self.wave.text = Language[10286] .. self.data.wave .. Language[10295]
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self.power.text = self.data.power
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self.title.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(self.trailData.fourElementType))
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self.bg.sprite = self.spLoader:LoadSprite(GetFourElementBgByType(self.trailData.fourElementType))
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if self.data.wave < self.trailData.monsterWave then
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self.pass.gameObject:SetActive(true)
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self.fight.gameObject:SetActive(false)
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self.reward.gameObject:SetActive(false)
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else
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self.pass.gameObject:SetActive(false)
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self.fight.gameObject:SetActive(true)
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self.rewardText.text = Language[13060]
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self:SetIcon()
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if self.rewardData and #self.rewardData then
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self:InitShowReward()
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self.reward.gameObject:SetActive(true)
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else
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self.reward.gameObject:SetActive(false)
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end
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end
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self:SingleHeroDataShow(self.data.monsterConfig, self.data.herodata)
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Util.AddOnceClick(self.pass.gameObject, function()
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UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup, EXPEDITON_POPUP_TYPE.FourElementMonster,
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self.trailData.fourElementType, self.data.wave)
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end)
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-- Util.AddOnceClick(self.hero, function()
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-- UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.FourElementMonster,self.trailData.fourElementType,self.data.wave)
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-- end)
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Util.AddOnceClick(self.btn, function()
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UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup, EXPEDITON_POPUP_TYPE.FourElementMonster,
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self.trailData.fourElementType, self.data.wave)
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end)
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Util.AddOnceClick(self.fight, function()
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local x = function()
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MonsterCampManager.ExecuteFightBattle(self.data.wave, 1, function()
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PrivilegeManager.RefreshPrivilegeUsedTimes(self.trailData.freeTimeId, 1)
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Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.UpdatePri)
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self:UpdatePrivilage()
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if self.trailData.fourElementType == 1 then
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CheckRedPointStatus(RedPointType.PersonTrail)
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elseif self.trailData.fourElementType == 2 then
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CheckRedPointStatus(RedPointType.BuddishTrail)
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elseif self.trailData.fourElementType == 3 then
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CheckRedPointStatus(RedPointType.DemonTrail)
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elseif self.trailData.fourElementType == 4 then
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CheckRedPointStatus(RedPointType.TaoistTrail)
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end
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end, self.trailData.fourElementType)
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end
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if self.data.wave == self.trailData.monsterWave then
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if self.freeTimes <= 0 and self.buyTimes <= 0 then
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PopupTipPanel.ShowTip(Language[10683])
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return
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end
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if self.freeTimes <= 0 then
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if BagManager.GetItemCountById(self.itemId) < self.costNum then
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PopupTipPanel.ShowTip(string.format(Language[10320], GetLanguageStrById(itemConfig[self.itemId].Name)))
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return
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end
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MsgPanel.ShowTwo(string.format(Language[10684], self.costNum, GetLanguageStrById(itemConfig[self.itemId].Name)),
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function() end, function()
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ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP, self.storeDataId, 1, function()
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PrivilegeManager.RefreshPrivilegeUsedTimes(self.trailData.buyTimeId, 1)
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x()
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end)
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end, Language[10685], Language[10686])
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else
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x()
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end
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elseif self.data.wave == self.trailData.monsterWave + 1 then
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if self.trailData.canFightTime > 0 then
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.FOUR_ELEMENT, self.trailData.fourElementType,
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self.data.wave)
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-- if LengthOfTable(FormationManager.GetWuJinFormationHeroIds(self.trailData.fourElementType + 3000)) > 0 then
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-- MonsterCampManager.ExecuteFightBattle(self.data.wave,0,nil,self.trailData.fourElementType)
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-- else
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-- UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.FOUR_ELEMENT, self.trailData.fourElementType,self.data.wave)
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-- end
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else
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PopupTipPanel.ShowTip(Language[10689])
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end
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--UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.FourElementMonster,self.trailData.fourElementType,self.data.wave)
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end
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end)
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end
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-- 初始化奖励显示
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function FourElementSingleWave:InitShowReward()
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for i = 1, #self.rewardList do
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self.rewardList[i].gameObject:SetActive(false)
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end
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for i = 1, #self.rewardData do
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if not self.rewardList[i] then
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self.rewardList[i] = SubUIManager.Open(SubUIConfig.ItemView, self.rewardGrid.transform)
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self.rewardList[i].gameObject:SetActive(false)
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end
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self.rewardList[i]:OnOpen(false, { self.rewardData[i].id, self.rewardData[i].num }, 0.9, false, false, false)
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self.rewardList[i].gameObject:SetActive(true)
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end
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end
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--设置每条英雄数据
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function FourElementSingleWave:SingleHeroDataShow(monConfig, heroData)
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self.frame.sprite = self.spLoader:LoadSprite(GetHeroCardStarBg[monConfig.Star])
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local liveName = heroData.live
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local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroData.heroConfig.Id)
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local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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self.icon.texture = CardRendererManager.GetSpineTexture((self.data.wave % 6 == 0 and 12 or (self.data.wave % 6 + 6)),
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liveName, Vector3.one * scale, livePos, true)
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self.icon.transform.localScale = Vector3.one
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-- self.icon.transform.localPosition = Vector3.zero
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self.lv.text = monConfig.Level
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self.pro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.property))
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--self.icon.sprite = self.spLoader:LoadSprite(heroData.painting)
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SetCardStars(self.starGrid, monConfig.Star)
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self.fg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[monConfig.Star])
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self.name.text = GetLanguageStrById(heroData.name)
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end
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function FourElementSingleWave:UpdatePrivilage()
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self.storeDataId, self.itemId, self.costNum = MonsterCampManager.GetCost(self.trailData.fourElementType)
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self.freeTimes, self.buyTimes = MonsterCampManager.GetTimeTip(self.trailData.fourElementType)
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self:SetIcon()
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end
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function FourElementSingleWave:SetIcon()
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Util.SetGray(self.fight, false)
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self.fightBtnRed:SetActive(false)
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if self.data.wave == self.trailData.monsterWave then
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self.rewardData = self.data.commonReward
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--设置扫荡按钮
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self.rewardText.text = Language[10690]
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if self.freeTimes > 0 then
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self.fightBtnIcon.gameObject:SetActive(false)
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self.fightBtnNum.gameObject:SetActive(false)
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self.fightBtnRed:SetActive(true)
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self.fightBtnText.text = string.format(Language[10687])
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self.fightBtnMask.sprite = self.spLoader:LoadSprite("r_guji_jihuianniu_02")
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Util.SetGray(self.fight, false)
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else
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self.fightBtnMask.sprite = self.spLoader:LoadSprite("r_guji_jihuianniu_02")
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self.fightBtnIcon.gameObject:SetActive(true)
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self.fightBtnNum.gameObject:SetActive(true)
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self.fightBtnIcon.sprite = self.spLoader:LoadSprite(GetResourcePath(itemConfig[self.itemId].ResourceID))
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local color = 0
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if BagManager.GetItemCountById(self.itemId) < self.costNum then
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color = "E71515"
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else
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color = "17232A"
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end
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self.fightBtnNum.text = string.format("<color=#%s>%s</color>", color, self.costNum)
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self.fightBtnText.text = string.format("<color=#%s>%s</color>", color, Language[10386])
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if self.buyTimes < 1 then
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Util.SetGray(self.fight, true)
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end
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end
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else
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self.rewardData = self.data.firstReward
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if self.data.wave == self.trailData.monsterWave + 1 then
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--设置挑战fight
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self.fightBtnIcon.gameObject:SetActive(false)
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self.fightBtnNum.gameObject:SetActive(false)
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self.fightBtnMask:GetComponent("Image").sprite = self.spLoader:LoadSprite("s_shouchong_anniu")
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self.fightBtnText.text = string.format(Language[10340])
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else
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self.fight.gameObject:SetActive(false)
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end
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Util.SetGray(self.fight, false)
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end
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end
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--界面销毁时调用(用于子类重写)
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function FourElementSingleWave:OnDestroy()
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self.rewardList = {}
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self.spLoader:Destroy()
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end
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function FourElementSingleWave:NewItemView(config, gameObject, ...)
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local view = reimport(config.script)
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local sub = view:New(gameObject)
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sub.assetName = config.assetName
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if sub.Awake then
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sub:Awake()
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end
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if sub.InitComponent then
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sub:InitComponent()
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end
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if sub.BindEvent then
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sub:BindEvent()
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end
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if sub.AddListener then
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sub:AddListener()
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end
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if sub.Update then
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UpdateBeat:Add(sub.Update, sub)
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end
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if sub.OnOpen then
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sub:OnOpen(...)
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end
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return sub
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end
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return FourElementSingleWave
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