764 lines
42 KiB
Lua
764 lines
42 KiB
Lua
require("Base/BasePanel")--(24暂时关闭)prefab中的天宫秘宝入口被关闭,记得开启,按钮底下还有个底儿
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ExpeditionMainPanel = Inherit(BasePanel)
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local this = ExpeditionMainPanel
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local nodeGrid = {}
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local nodeItemGrid = {}
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local timer = Timer.New()
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-- local npc
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local GetCurNodeInfo = {}--当前操作层数据
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-- local SkeletonGraphic--动画组件
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local isPlayerMove = false--是否在播放人物行走动画
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local isAllHaveAttack = false--是否有状态不一致情况 说明不是失败过 就是未领取圣物状态
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local nodeGoTable = {}
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local timer2 = Timer.New()
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local liveNodeList = {}
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local targetPosGoAndData
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local UI_effect_ExpeditionReward = nil
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local curexpeditionNodeConfigIcon = nil
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local expeditionLeveTable = {
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[-1] = {numStr = Language[10002],nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"},
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[1] = {numStr = Language[10001],nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"},
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[2] = {numStr = Language[10002],nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"},
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[3] = {numStr = Language[10003],nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"},
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[4] = {numStr = Language[10003],nodDi1 = "d_danaotiangong_taizi_02",nodDi2 = "d_danaotiangong_xuanzhongguang_02"},
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}
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local layListGrid = {}
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local cursortingOrder = 0
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local cursortingOrder2 = 0
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local expeditionNodeConfig = ConfigManager.GetConfig(ConfigName.ExpeditionNodeConfig)
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local AllLayNodeList = {}
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local shotTiemeLevel = {}--临时层级
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--初始化组件(用于子类重写)
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function ExpeditionMainPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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cursortingOrder = 0
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self.parent = Util.GetGameObject(self.gameObject, "parent")
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self.gridMask = Util.GetGameObject(self.gameObject, "rect/grid/mask")
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self.gridMaskImage = Util.GetGameObject(self.gameObject, "rect/grid/mask/Image"):GetComponent("RectTransform")
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self.bg1 = Util.GetGameObject(self.gameObject, "bg/bg (1)")
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self.bg2 = Util.GetGameObject(self.gameObject, "bg/bg (2)")
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self.backBtn = Util.GetGameObject(self.gameObject, "btnBackParent/btnBack")
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self.Btn1 = Util.GetGameObject(self.parent, "lowGO/Btn1")
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self.Btn2 = Util.GetGameObject(self.parent, "lowGO/Btn2")
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self.Btn3 = Util.GetGameObject(self.parent, "lowGO/Btn3")
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self.Btn4 = Util.GetGameObject(self.parent, "upLeftGo/Btn4")
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self.Btn5 = Util.GetGameObject(self.parent, "lowGO/Btn5")
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self.helpBtn = Util.GetGameObject(self.parent, "helpBtn")
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self.redPoint = Util.GetGameObject(self.parent, "upLeftGo/Btn4/redPoint")
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self.helpPos = Util.GetGameObject(self.parent, "helpBtn"):GetComponent("RectTransform").localPosition
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self.titleImageText = Util.GetGameObject(self.parent, "titleImage/titleImage (1)"):GetComponent("Text")
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self.timeTextGo = Util.GetGameObject(self.parent, "titleImage/timeText")
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self.timeText = Util.GetGameObject(self.parent, "titleImage/timeText"):GetComponent("Text")
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nodeGrid = {}
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nodeItemGrid = {}
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for i = 1, 1 do
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nodeGrid[i] = Util.GetGameObject(self.gameObject, "rect/grid/singlePre ("..i..")")
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local nodeGridItemsGri = {}
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for j = 1, 3 do
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nodeGridItemsGri[j] = Util.GetGameObject(nodeGrid[i], "itemList/item ("..j..")")
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end
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nodeItemGrid[i] = nodeGridItemsGri
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end
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--self.mask = Util.GetGameObject(self.parent, "mask")
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--self.mask:SetActive(false)
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-- npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
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-- local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.16
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-- self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
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-- SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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-- if SkeletonGraphic then
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-- SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
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-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
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-- end
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self.singlePre = Util.GetGameObject(self.transform, "singlePre")
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self.grid = Util.GetGameObject(self.transform, "rect/grid")
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self.Holy = Util.GetGameObject(self.gameObject, "bg/Holy")
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self.UI_Effect_ChuanSongMen = Util.GetGameObject(self.gameObject, "bg/UI_Effect_ChuanSongMen")
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self.UI_Effect_ChuanSongMen_LanSe = Util.GetGameObject(self.gameObject, "bg/UI_Effect_ChuanSongMen/UI_Effect_ChuanSongMen_LanSe")
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self.UI_Effect_ChuanSongMen_JinSe = Util.GetGameObject(self.gameObject, "bg/UI_Effect_ChuanSongMen/UI_Effect_ChuanSongMen_JinSe")
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self.UI_Effect_ChuanSongMen_LanSeBtn = Util.GetGameObject(self.gameObject, "bg/UI_Effect_ChuanSongMen/UI_Effect_ChuanSongMen_LanSe/click")
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self.UI_Effect_ChuanSongMen_JinSeBtn = Util.GetGameObject(self.gameObject, "bg/UI_Effect_ChuanSongMen/UI_Effect_ChuanSongMen_JinSe/click")
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end
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--绑定事件(用于子类重写)
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function ExpeditionMainPanel:BindEvent()
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Util.AddClick(self.backBtn, function()
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if isPlayerMove == false then
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ExpeditionManager.SetExpeditionPanelIsOpen(0)
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--LogRed("ExpeditionManager.ExpeditionPanelIsOpen "..ExpeditionManager.ExpeditionPanelIsOpen)
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self:ClosePanel()
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end
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end)
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Util.AddClick(self.Btn1, function()
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UIManager.OpenPanel(UIName.ExpeditionHeroListResurgencePopup)
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end)
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Util.AddClick(self.Btn2, function()
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UIManager.OpenPanel(UIName.ExpeditionHeroListInfoPopup)
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end)
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Util.AddClick(self.Btn3, function()
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UIManager.OpenPanel(UIName.ExpeditionHalidomPanel)
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end)
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Util.AddClick(self.Btn4, function()
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if isPlayerMove == false then
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UIManager.OpenPanel(UIName.TreasureOfHeavenPanel)
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end
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end)
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Util.AddClick(self.Btn5, function()
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if isPlayerMove == false then
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JumpManager.GoJump(20005)
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end
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end)
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Util.AddClick(self.helpBtn, function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Expedition,self.helpPos.x,self.helpPos.y)
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end)
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Util.AddClick(self.UI_Effect_ChuanSongMen_LanSeBtn, function()
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--LogGreen("UI_Effect_ChuanSongMen_LanSeBtn "..#shotTiemeLevel)
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if #shotTiemeLevel > 1 then
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MsgPanel.ShowTwo(Language[10543], function()
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end, function()
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ExpeditionManager.expeditionLeve = shotTiemeLevel[1]
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self:RefreshManagerData()
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end)
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else
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ExpeditionManager.expeditionLeve = shotTiemeLevel[1]
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self:RefreshManagerData()
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end
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--LogGreen("ExpeditionManager.expeditionLeve "..ExpeditionManager.expeditionLeve)
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end)
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Util.AddClick(self.UI_Effect_ChuanSongMen_JinSeBtn, function()
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--LogGreen("UI_Effect_ChuanSongMen_JinSeBtn "..#shotTiemeLevel)
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if #shotTiemeLevel > 1 then
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MsgPanel.ShowTwo(Language[10544], function()
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end, function()
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ExpeditionManager.expeditionLeve = shotTiemeLevel[2]
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self:RefreshManagerData()
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end)
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else
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ExpeditionManager.expeditionLeve = shotTiemeLevel[1]
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self:RefreshManagerData()
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end
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--LogGreen("ExpeditionManager.expeditionLeve "..ExpeditionManager.expeditionLeve)
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end)
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BindRedPointObject(RedPointType.Expedition_Treasure, self.redPoint)
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end
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--添加事件监听(用于子类重写)
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function ExpeditionMainPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Expedition.RefreshPlayAniMainPanel, self.PlayerMoveFun, self)
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Game.GlobalEvent:AddEvent(GameEvent.Expedition.RefreshMainPanel, self.OnShowNodeData, self)
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end
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--移除事件监听(用于子类重写)
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function ExpeditionMainPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Expedition.RefreshPlayAniMainPanel, self.PlayerMoveFun, self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Expedition.RefreshMainPanel, self.OnShowNodeData, self)
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end
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--界面打开时调用(用于子类重写)
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function ExpeditionMainPanel:OnOpen()
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ExpeditionManager.SetExpeditionPanelIsOpen(1)
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--LogRed("ExpeditionManager.ExpeditionPanelIsOpen "..ExpeditionManager.ExpeditionPanelIsOpen)
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if self.liveNode then
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self.liveNode:OnClose()
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end
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self.liveNode = PlayerLiveView:New(Util.GetTransform(self.parent, "playerLive"),1,nil,self.sortingOrder,NPCPosType.smallMap)
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self.liveNode:OnOpen(GetPlayerRoleSingleConFig().Scale10,nil,WALK_DIR.IDLE_FRONT)
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if ExpeditionManager.ExpeditionState == 3 then
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ExpeditionManager.SetExpeditionState(1)
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end
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self:OnShowNodeData(true)
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if ExpeditionManager.GetActivityStarOpenRedPoint() then
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PlayerPrefs.SetInt(PlayerManager.uid.."Expedition", 1)
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end
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end
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function ExpeditionMainPanel:OnSortingOrderChange()
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self.gridMask:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
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self.parent:GetComponent("Canvas").sortingOrder = self.sortingOrder + 20
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Util.GetGameObject(self.gameObject, "btnBackParent"):GetComponent("Canvas").sortingOrder = self.sortingOrder + 21
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self.UI_Effect_ChuanSongMen_LanSeBtn:GetComponent("Canvas").sortingOrder = self.sortingOrder + 10
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self.UI_Effect_ChuanSongMen_JinSeBtn:GetComponent("Canvas").sortingOrder = self.sortingOrder + 10
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Util.AddParticleSortLayer(self.UI_Effect_ChuanSongMen_LanSe, self.sortingOrder - cursortingOrder )
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Util.AddParticleSortLayer(self.UI_Effect_ChuanSongMen_JinSe, self.sortingOrder - cursortingOrder )
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cursortingOrder = self.sortingOrder
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function ExpeditionMainPanel:OnShow()
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-- 音效
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ExpeditionManager.SetExpeditionPanelIsOpen(1)
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ExpeditionManager.RefreshPanelShowByState()--检测是否是间隔阶段
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SoundManager.PlayMusic(SoundConfig.BGM_Carbon)
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local endTime = 0
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endTime = ExpeditionManager.startTime + tonumber(ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,JumpType.Expedition).SeasonEnd) - GetTimeStamp() +
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ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,JumpType.Expedition).SeasonInterval * 60
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self:RemainTimeDown(self.timeTextGo,self.timeText,endTime)
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self:IsTreasureOpen()
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end
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--大闹天宫入口是否开启
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function ExpeditionMainPanel:IsTreasureOpen()
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self.Btn4:SetActive(TreasureOfHeavenManger.resetTime ~= -1)
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Util.GetGameObject(self.parent, "upLeftGo/Image"):SetActive(TreasureOfHeavenManger.resetTime ~= -1)
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end
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--实例化层数信息
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function ExpeditionMainPanel:OnShowNodeData(isMoveGrid)
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isPlayerMove = false
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isAllHaveAttack = false
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nodeGoTable = {}
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self.titleImageText.text = Language[10545]..expeditionLeveTable[ExpeditionManager.expeditionLeve].numStr..Language[10269]
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self.bg1:SetActive(ExpeditionManager.expeditionLeve ~= 4)
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self.bg2:SetActive(ExpeditionManager.expeditionLeve == 4)
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ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队
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ExpeditionManager.GetActivityIsShowRedPoint(false,"1")--刷新红点
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--self.mask:SetActive(isPlayerMove)
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self.UI_Effect_ChuanSongMen:SetActive(false)
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self.Holy.transform:SetParent(self.transform)
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self.Holy:SetActive(false)
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--节点
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AllLayNodeList = ExpeditionManager.GetAllLayNodeList()--所有层所有节点信息
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if AllLayNodeList == nil then return end
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local curAllLayNodeList = {}
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for i = #AllLayNodeList, 1, -1 do--从下到上显示 所以倒序
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table.insert(curAllLayNodeList,AllLayNodeList[i])
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end
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GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo()
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self.gridMaskImage.sizeDelta = Vector2.New(0,(3000/#curAllLayNodeList)*(#curAllLayNodeList - (GetCurNodeInfo.lay + 1)))
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for i = 1, math.max(#curAllLayNodeList, #layListGrid) do
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local go = layListGrid[i]
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if not go then
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go = newObject(self.singlePre)
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go.transform:SetParent(self.grid.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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layListGrid[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i = 1, #AllLayNodeList do
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ExpeditionMainPanel:SingleLayNodeShow(layListGrid[i],curAllLayNodeList[i])
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layListGrid[i]:SetActive(true)
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end
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local curlay = GetCurNodeInfo.lay
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-- local rectH = self.grid.transform.parent:GetComponent("RectTransform").rect.height/2
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-- local y = (#curAllLayNodeList - curlay) * 183.3 + 638.55 - rectH
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local rectH = self.grid.transform.parent:GetComponent("RectTransform").rect.height/2
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local y = 2746.5 - ((curlay - 1) * 183.3) - rectH;
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self.grid.transform:DOLocalMove(Vector3.New(0,y,0), 0.5, false):SetEase(Ease.Linear)
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-- self.grid:GetComponent("RectTransform").anchoredPosition = Vector3.New(0,y,0)
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end
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--实例化每层信息
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function ExpeditionMainPanel:SingleLayNodeShow(go,layNodeListData)
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nodeGoTable[go.name] = {data = layNodeListData,goData = go}
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local nodeGo = go
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--卸载加载的立绘
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if liveNodeList[go] then
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for key, value in pairs(liveNodeList[go]) do
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if value then
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poolManager:UnLoadLive(value.name, value.go, PoolManager.AssetType.GameObject)
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end
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end
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end
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liveNodeList[go] = {}
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--判断是否有未打赢过 和 未获取圣物的状态
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local isAttack = false
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for j = 1, 3 do
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Util.GetGameObject(nodeGo, "itemList/item ("..j..")"):SetActive(false)
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if #layNodeListData >= j then
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if (layNodeListData[j].state == ExpeditionNodeState.NoPass or layNodeListData[j].state == ExpeditionNodeState.NoGetEquip) and GetCurNodeInfo.lay == layNodeListData[j].lay then
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isAttack = true
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isAllHaveAttack = true
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end
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end
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end
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if self.liveNode then
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self.liveNode.leader:SetActive(true)--玩家形象立绘
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end
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if layNodeListData[1].lay == #AllLayNodeList then--最后奖励节点
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Util.GetGameObject(nodeGo, "itemList"):GetComponent("RectTransform").anchoredPosition = Vector3.New(2,140,0)
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end
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for i = 1, #layNodeListData do--每个节点显示
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Util.GetGameObject(nodeGo, "itemList/item ("..i..")"):SetActive(true)
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Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent"):SetActive(true)
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Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent/pedestalImage"):GetComponent("Image"):DOFade(1, 0):SetEase(Ease.Linear)
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Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent/okAttackImage"):GetComponent("Image"):DOFade(1, 0):SetEase(Ease.Linear)
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Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent").transform.localPosition = Vector3.zero--Vector3.New(115.75,0,0)--91.65,
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local curItemGo = Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent")
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self:SingleNodeInfoIconShow(curItemGo,layNodeListData[i],isAttack)
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---实例化动画---
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local goImage = Util.GetGameObject(curItemGo, "goParent/Image")
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goImage:SetActive(false)
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local curexpeditionNodeConfig = expeditionNodeConfig[layNodeListData[i].type]
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if GetCurNodeInfo.lay <= layNodeListData[i].lay and layNodeListData[i].lay ~= 1 and curexpeditionNodeConfig then
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if curexpeditionNodeConfig.AniOrImage == 1 then
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liveNodeList[go][i] = self:InitLiveSet(layNodeListData[i].type, Util.GetGameObject(curItemGo, "goParent"))
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elseif curexpeditionNodeConfig.AniOrImage == 2 then
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goImage:SetActive(true)
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goImage:GetComponent("Image").sprite = this.spLoader:LoadSprite(curexpeditionNodeConfig.Icon)
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goImage:GetComponent("Image"):SetNativeSize()
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-- 设置图片大小位置
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goImage:GetComponent("RectTransform").anchoredPosition = Vector2.New(curexpeditionNodeConfig.Position[1],curexpeditionNodeConfig.Position[2])
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goImage.transform.localScale = Vector3.one * curexpeditionNodeConfig.Scale
|
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elseif curexpeditionNodeConfig.AniOrImage == 3 then
|
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local configData = ConfigManager.GetConfigData(ConfigName.ExpeditionNodeConfig,ExpeditionNodeType.Reward)
|
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if UI_effect_ExpeditionReward and curexpeditionNodeConfigIcon then
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poolManager:UnLoadAsset(curexpeditionNodeConfig.Icon, UI_effect_ExpeditionReward, PoolManager.AssetType.GameObject)
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UI_effect_ExpeditionReward = nil
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curexpeditionNodeConfigIcon = nil
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end
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UI_effect_ExpeditionReward = poolManager:LoadAsset(curexpeditionNodeConfig.Icon, PoolManager.AssetType.GameObject)
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curexpeditionNodeConfigIcon = curexpeditionNodeConfig.Icon
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UI_effect_ExpeditionReward.transform:SetParent(Util.GetGameObject(curItemGo, "goParent").transform)
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UI_effect_ExpeditionReward.transform.localPosition = Vector3.New(configData.Position[1], configData.Position[2],0)
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UI_effect_ExpeditionReward.transform.localScale = Vector3.one * configData.Scale
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Util.AddParticleSortLayer(UI_effect_ExpeditionReward, self.sortingOrder - cursortingOrder2 + 10)
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UI_effect_ExpeditionReward:SetActive(true)
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cursortingOrder2 = self.sortingOrder
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self.UI_Effect_ChuanSongMen.transform:SetParent(Util.GetGameObject(curItemGo, "goParent").transform)
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self.UI_Effect_ChuanSongMen.transform.localPosition = Vector3.New(0, -80,0)
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self.UI_Effect_ChuanSongMen.transform.localScale = Vector3.one
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end
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end
|
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--------------
|
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Util.GetGameObject(curItemGo, "infoIcon"):SetActive(true)
|
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local pedestalImage = Util.GetGameObject(curItemGo, "pedestalImage")
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local goParent = Util.GetGameObject(curItemGo, "goParent")
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local halidomParent = Util.GetGameObject(curItemGo, "halidomParent")
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pedestalImage:GetComponent("Image").sprite = this.spLoader:LoadSprite(expeditionLeveTable[ExpeditionManager.expeditionLeve].nodDi1)
|
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local okAttackDi = Util.GetGameObject(curItemGo, "okAttackDi")
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okAttackDi:GetComponent("Image").sprite = this.spLoader:LoadSprite(expeditionLeveTable[ExpeditionManager.expeditionLeve].nodDi2)
|
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local okAttackImage = Util.GetGameObject(curItemGo, "okAttackImage")
|
||
okAttackImage:SetActive((layNodeListData[i].state == ExpeditionNodeState.NoPass or layNodeListData[i].state == ExpeditionNodeState.NoGetEquip) and layNodeListData[i].type ~= ExpeditionNodeType.Reward)
|
||
okAttackDi:SetActive(layNodeListData[i].state == ExpeditionNodeState.NoPass or layNodeListData[i].state == ExpeditionNodeState.NoGetEquip)
|
||
Util.GetGameObject(curItemGo, "click"):SetActive(true)
|
||
local clickbtn = Util.GetGameObject(curItemGo, "click")
|
||
local pos = Util.GetGameObject(curItemGo, "pos")--节点位置 人物动画用
|
||
--pos.transform.localPosition = Vector3.New(0,-10,0)
|
||
pedestalImage:SetActive(true)
|
||
goParent:SetActive(true)
|
||
halidomParent:SetActive(true)
|
||
clickbtn:SetActive(true)
|
||
if layNodeListData[i].lay < GetCurNodeInfo.lay then
|
||
goParent:SetActive(false)
|
||
halidomParent:SetActive(false)
|
||
okAttackImage:SetActive(false)
|
||
okAttackDi:SetActive(false)
|
||
Util.GetGameObject(curItemGo, "click"):SetActive(false)
|
||
Util.GetGameObject(curItemGo, "infoIcon"):SetActive(false)
|
||
if layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过
|
||
pedestalImage:SetActive(false)
|
||
end
|
||
elseif layNodeListData[i].lay == GetCurNodeInfo.lay then
|
||
if layNodeListData[i].state == ExpeditionNodeState.No then--未打过
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then--打未通过
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then--未领取圣物
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.Finish then--已打过
|
||
self:PlayerMovePosFun(pos,nodeGo,curItemGo)
|
||
goParent:SetActive(false)
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过
|
||
goParent:SetActive(false)
|
||
halidomParent:SetActive(false)
|
||
okAttackImage:SetActive(false)
|
||
okAttackDi:SetActive(false)
|
||
Util.GetGameObject(curItemGo, "click"):SetActive(false)
|
||
pedestalImage:SetActive(false)
|
||
Util.GetGameObject(curItemGo, "infoIcon"):SetActive(false)
|
||
end
|
||
elseif layNodeListData[i].lay > GetCurNodeInfo.lay then
|
||
if layNodeListData[i].state == ExpeditionNodeState.No then--打未通过
|
||
if layNodeListData[i].lay >= GetCurNodeInfo.lay + 3 then
|
||
if layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then
|
||
goParent:SetActive(false)
|
||
clickbtn:SetActive(false)
|
||
end
|
||
end
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then--打未通过
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then--未领取圣物
|
||
if layNodeListData[i].type == ExpeditionNodeType.Reward then
|
||
if UI_effect_ExpeditionReward then
|
||
UI_effect_ExpeditionReward:SetActive(false)
|
||
end
|
||
if ExpeditionManager.expeditionLeve == -1 then
|
||
shotTiemeLevel = {3,4}
|
||
self.UI_Effect_ChuanSongMen:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_LanSe:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_JinSe:SetActive(true)
|
||
else
|
||
shotTiemeLevel = {ExpeditionManager.expeditionLeve + 1}
|
||
self.UI_Effect_ChuanSongMen:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_LanSe:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_JinSe:SetActive(false)
|
||
end
|
||
else
|
||
goParent:SetActive(false)
|
||
self.Holy.transform:SetParent(halidomParent.transform)
|
||
local configData = ConfigManager.GetConfigData(ConfigName.ExpeditionNodeConfig,ExpeditionNodeType.Halidom)
|
||
self.Holy.transform.localPosition=Vector3.New(configData.Position[1], configData.Position[2],0)
|
||
self.Holy.transform.localScale = Vector3.one * configData.Scale
|
||
self.Holy:SetActive(true)
|
||
end
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过
|
||
pedestalImage:SetActive(false)
|
||
end
|
||
end
|
||
Util.AddOnceClick(clickbtn, function()
|
||
if isPlayerMove then return end
|
||
ExpeditionManager.curAttackNodeInfo = layNodeListData[i]
|
||
--当前操作的节点对象
|
||
targetPosGoAndData = {pos = pos,layGo = nodeGo,layAllData = layNodeListData,curNodeData = layNodeListData[i]}
|
||
if layNodeListData[i].state == ExpeditionNodeState.No then
|
||
if layNodeListData[i].type == ExpeditionNodeType.Boss or layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Monster,layNodeListData[i],1)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Reply or layNodeListData[i].type == ExpeditionNodeType.Resurgence then--回复节点 复活节点
|
||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ExpeditionReply,layNodeListData[i].type,layNodeListData[i].state)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Recruit then--招募节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Recruit,layNodeListData[i],1)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Shop then--商店节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,layNodeListData[i],1)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Trail then--试炼节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Trail,layNodeListData[i],1)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Greed then--贪婪节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Greed,layNodeListData[i],1)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Reward then--最后奖励节点
|
||
PopupTipPanel.ShowTip(Language[10546])
|
||
end
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then
|
||
if layNodeListData[i].type == ExpeditionNodeType.Boss or layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Monster,layNodeListData[i],2)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Halidom then--圣物节点
|
||
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Reply then--回复节点
|
||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ExpeditionReply,layNodeListData[i].type,layNodeListData[i].state,
|
||
function ()
|
||
NetManager.ReCoverExpeditionHeroRequest(layNodeListData[i].sortId,function (msg)
|
||
ExpeditionManager.UpdateHeroHpValue(msg.heroInfo)
|
||
self:PlayerMoveFun()
|
||
PopupTipPanel.ShowTip(Language[10547])
|
||
end)
|
||
end)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Resurgence then--复活节点
|
||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ExpeditionReply,layNodeListData[i].type,layNodeListData[i].state,
|
||
function ()
|
||
local cueSelectHeroDid = self:HeroResurgence()
|
||
local GetHerosHaveIsDie = ExpeditionManager.GetHerosHaveIsDie()
|
||
NetManager.ReliveExpeditionHeroRequest(cueSelectHeroDid,layNodeListData[i].sortId,function()
|
||
if GetHerosHaveIsDie then
|
||
PopupTipPanel.ShowTip(Language[10548])
|
||
else
|
||
PopupTipPanel.ShowTip(Language[10549])
|
||
end
|
||
self:PlayerMoveFun()
|
||
end)
|
||
end)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Recruit then--招募节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Recruit,layNodeListData[i],2,function ()
|
||
self:PlayerMoveFun()
|
||
end)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Shop then--商店节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,layNodeListData[i],2,function ()
|
||
self:PlayerMoveFun()
|
||
end)
|
||
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Trail then--试炼节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Trail,layNodeListData[i],2)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Greed then--贪婪节点
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Greed,layNodeListData[i],2)
|
||
elseif layNodeListData[i].type == ExpeditionNodeType.Reward then--最后奖励节点
|
||
NetManager.TakeExpeditionBoxRewardRequest( layNodeListData[i].sortId,function (msg)
|
||
--加积分
|
||
NetManager.TreasureOfHeavenScoreRequest()
|
||
local compShowType = nil
|
||
if #msg.leve < 1 then
|
||
compShowType = 5
|
||
end
|
||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
|
||
if UI_effect_ExpeditionReward then
|
||
UI_effect_ExpeditionReward:SetActive(false)
|
||
end
|
||
shotTiemeLevel = msg.leve
|
||
if #msg.leve > 1 then
|
||
ExpeditionManager.RefreshCurExpeditionLeve(-1)
|
||
self.UI_Effect_ChuanSongMen:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_LanSe:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_JinSe:SetActive(true)
|
||
elseif #msg.leve == 1 then
|
||
--LogGreen("msg.leve[1] "..msg.leve[1])
|
||
self.UI_Effect_ChuanSongMen:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_LanSe:SetActive(true)
|
||
self.UI_Effect_ChuanSongMen_JinSe:SetActive(false)
|
||
else
|
||
--PopupTipPanel.ShowTip("已通关本次大闹天宫!")
|
||
self:PlayerMoveFun()
|
||
end
|
||
end,compShowType)
|
||
end)
|
||
end
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then
|
||
if layNodeListData[i].type ~= ExpeditionNodeType.Reward then
|
||
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false)
|
||
end
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.Finish then
|
||
--PopupTipPanel.ShowTip("已完成!")
|
||
elseif layNodeListData[i].state == ExpeditionNodeState.Over then
|
||
PopupTipPanel.ShowTip(Language[10550])
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
--刷新倒计时显示
|
||
function ExpeditionMainPanel:RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown)
|
||
timeDown = timeDown - (ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.EXPEDITION).SeasonInterval*60)
|
||
if timeDown > 0 then
|
||
_timeTextExpertgo:SetActive(true)
|
||
_timeTextExpert.text = Language[10023]..self:TimeStampToDateString(timeDown)
|
||
if timer then
|
||
timer:Stop()
|
||
timer = nil
|
||
end
|
||
timer = Timer.New(function()
|
||
_timeTextExpert.text = Language[10023]..self:TimeStampToDateString(timeDown)
|
||
if timeDown < 0 then
|
||
_timeTextExpertgo:SetActive(false)
|
||
timer:Stop()
|
||
timer = nil
|
||
end
|
||
timeDown = timeDown - 1
|
||
end, 1, -1, true)
|
||
timer:Start()
|
||
else
|
||
_timeTextExpertgo:SetActive(false)
|
||
end
|
||
end
|
||
|
||
function ExpeditionMainPanel:TimeStampToDateString(second)
|
||
--local day = math.floor(second / (24 * 3600))
|
||
local minute = math.floor(second / 60) % 60
|
||
local sec = second % 60
|
||
local hour = math.floor(math.floor(second - sec - minute * 60) / 3600)
|
||
return string.format(Language[10551], hour, minute, sec)
|
||
end
|
||
--界面关闭时调用(用于子类重写)
|
||
function ExpeditionMainPanel:OnClose()
|
||
self.timeText.text = ""
|
||
if timer then
|
||
timer:Stop()
|
||
timer = nil
|
||
end
|
||
if timer2 then
|
||
timer2:Stop()
|
||
timer2 = nil
|
||
end
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function ExpeditionMainPanel:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
|
||
if self.liveNode then
|
||
self.liveNode:OnClose()
|
||
end
|
||
--if live2dList and #live2dList > 0 then
|
||
-- for i = 1, #live2dList do
|
||
-- poolManager:UnLoadLive(live2dList[i][1], live2dList[i][2], PoolManager.AssetType.GameObject)
|
||
-- live2dList[i] = nil
|
||
-- end
|
||
--end
|
||
--live2dList = {}
|
||
-- if self.liveNode then
|
||
-- poolManager:UnLoadLive(npc, self.liveNode, PoolManager.AssetType.GameObject)
|
||
-- self.liveNode = nil
|
||
-- end
|
||
layListGrid = {}
|
||
if UI_effect_ExpeditionReward and curexpeditionNodeConfigIcon then
|
||
poolManager:UnLoadAsset(curexpeditionNodeConfigIcon, UI_effect_ExpeditionReward, PoolManager.AssetType.GameObject)
|
||
UI_effect_ExpeditionReward = nil
|
||
curexpeditionNodeConfigIcon = nil
|
||
end
|
||
ClearRedPointObject(RedPointType.Expedition_Treasure)
|
||
end
|
||
--实例化节点立绘
|
||
function ExpeditionMainPanel:InitLiveSet(iconId, go)
|
||
local configData = ConfigManager.GetConfigData(ConfigName.ExpeditionNodeConfig,iconId)
|
||
local live2d = poolManager:LoadLive(configData.Icon, Util.GetTransform(go, "goParent"),
|
||
Vector3.one * configData.Scale, Vector3.New(configData.Position[1], configData.Position[2],0))
|
||
--local curLive = {configData.Icon,live2d}
|
||
--table.insert(live2dList,curLive)
|
||
--local skeleton = live2d:GetComponent("SkeletonGraphic")
|
||
--if skeleton and iconId == 2 then--首领
|
||
-- skeleton.AnimationState:SetAnimation(0, "idle2", true)
|
||
--end
|
||
return {name=configData.Icon, go=live2d}
|
||
end
|
||
-- 设置文本透明度
|
||
function ExpeditionMainPanel:SetCurAlpha(text, a)
|
||
local color = text.color
|
||
color.a = a
|
||
text.color = color
|
||
end
|
||
function ExpeditionMainPanel:PlayerMovePosFun(nodeGo,curItemGo)
|
||
self.liveNode.leader.transform:SetParent(nodeGo.transform)
|
||
self.liveNode.leader.transform.localPosition = Vector3.zero
|
||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||
self.liveNode:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||
end
|
||
function ExpeditionMainPanel:SingleNodeInfoIconShow(nodeGo,layNodeData)
|
||
local infoIcon = Util.GetGameObject(nodeGo, "infoIcon")
|
||
local warPowerGo = Util.GetGameObject(infoIcon, "warPowerGo")
|
||
--local iconImage = Util.GetGameObject(warPowerGo, "iconImage"):GetComponent("Image")
|
||
local powerText = Util.GetGameObject(warPowerGo, "powerText"):GetComponent("Text")
|
||
local textIconGo = Util.GetGameObject(infoIcon, "textIconGo")
|
||
--local iconImage2 = Util.GetGameObject(textIconGo, "iconImage"):GetComponent("Image")
|
||
infoIcon :SetActive(false)
|
||
warPowerGo:SetActive(false)
|
||
textIconGo:SetActive(false)
|
||
if layNodeData.lay < GetCurNodeInfo.lay + 3 and layNodeData.lay > GetCurNodeInfo.lay and (layNodeData.state == ExpeditionNodeState.No or layNodeData.state == ExpeditionNodeState.NoPass) then
|
||
if layNodeData.type == ExpeditionNodeType.Jy or layNodeData.type == ExpeditionNodeType.Common then
|
||
warPowerGo:SetActive(true)
|
||
powerText.text = layNodeData.bossTeaminfo.totalForce
|
||
end
|
||
end
|
||
if layNodeData.type == ExpeditionNodeType.Boss and (layNodeData.state == ExpeditionNodeState.No or layNodeData.state == ExpeditionNodeState.NoPass) then
|
||
warPowerGo:SetActive(true)
|
||
powerText.text = layNodeData.bossTeaminfo.totalForce
|
||
end
|
||
--if GetCurNodeInfo.lay == layNodeData.lay then--当前层
|
||
-- if layNodeData.type == ExpeditionNodeType.Jy or layNodeData.type == ExpeditionNodeType.Boss or layNodeData.type == ExpeditionNodeType.Common then
|
||
-- warPowerGo:SetActive(false)
|
||
-- --iconImage.sprite = this.spLoader:LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData.type])
|
||
-- powerText.text = layNodeData.bossTeaminfo.totalForce
|
||
-- elseif layNodeData.type == ExpeditionNodeType.Resurgence or layNodeData.type == ExpeditionNodeType.Reply or layNodeData.type == ExpeditionNodeType.Halidom then
|
||
-- --iconImage2.sprite = this.spLoader:LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData .type])
|
||
-- end
|
||
-- if isAllHaveAttack then
|
||
-- if layNodeData.state == ExpeditionNodeState.No then--关闭 状态
|
||
-- elseif layNodeData.state == ExpeditionNodeState.NoGetEquip then--未领圣物状态
|
||
-- --iconImage2.sprite = this.spLoader:LoadSprite(ExpeditionManager.NodeInfoIcon[ExpeditionNodeType.Halidom])
|
||
-- end
|
||
-- end
|
||
--end
|
||
end
|
||
|
||
function ExpeditionMainPanel:PlayerMoveFun()
|
||
isPlayerMove = true
|
||
if not targetPosGoAndData.pos then return end
|
||
targetPosGoAndData.pos:SetActive(true)
|
||
self.liveNode.leader.transform:SetParent(targetPosGoAndData.pos.transform)
|
||
local oldPos = self.liveNode.leader.transform.localPosition
|
||
local targetPos = targetPosGoAndData.pos.transform.localPosition - Vector3.New(0,69,0)
|
||
if oldPos.x - targetPos.x > 0 then
|
||
-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
|
||
self.liveNode:SetWalkDir(WALK_DIR.RUN_LEFT)
|
||
else
|
||
-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
|
||
self.liveNode:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||
end
|
||
--self.mask:SetActive(isPlayerMove)
|
||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
|
||
local timeNum = math.abs(oldPos.y - targetPos.y)/350--350/1s
|
||
--玩家行走
|
||
self.liveNode.leader.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function ()
|
||
end):OnComplete(function ()
|
||
--Log("行走完毕")
|
||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||
self.liveNode:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||
--self.mask:SetActive(isPlayerMove)
|
||
--隐藏该层级所有形象
|
||
--播放下落动画
|
||
for i = 1, #targetPosGoAndData.layAllData do
|
||
Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")/parent/goParent"):SetActive(false)
|
||
Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")/parent/okAttackImage"):SetActive(false)
|
||
Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")/parent/infoIcon"):SetActive(false)
|
||
Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")/parent/okAttackDi"):SetActive(false)
|
||
if targetPosGoAndData.layAllData[i].sortId ~= targetPosGoAndData.curNodeData.sortId then
|
||
local curNodParent = Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")/parent")
|
||
targetPos = curNodParent.transform.localPosition - Vector3.New(0,300,0)
|
||
curNodParent.transform:DOLocalMove(targetPos, 0.8, false):SetEase(Ease.Linear)
|
||
Util.GetGameObject(curNodParent, "pedestalImage"):GetComponent("Image"):DOFade(0, 0.8):SetEase(Ease.Linear)
|
||
Util.GetGameObject(curNodParent, "okAttackImage"):GetComponent("Image"):DOFade(0, 0.8):SetEase(Ease.Linear)
|
||
end
|
||
end
|
||
if timer2 then
|
||
timer2:Stop()
|
||
timer2 = nil
|
||
end
|
||
timer2 = Timer.New(function()
|
||
for i = 1, #targetPosGoAndData.layAllData do
|
||
if targetPosGoAndData.layAllData[i].sortId ~= targetPosGoAndData.curNodeData.sortId then
|
||
Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")/parent"):SetActive(false)
|
||
end
|
||
end
|
||
if targetPosGoAndData.curNodeData.type == ExpeditionNodeType.Shop then
|
||
NetManager.StoreNodeRequest(targetPosGoAndData.curNodeData.sortId,function ()
|
||
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,targetPosGoAndData.curNodeData,3,function ()
|
||
self:OnShowNodeData(true)
|
||
end)
|
||
end)
|
||
else
|
||
self:OnShowNodeData(true)
|
||
end
|
||
isPlayerMove = false
|
||
end, 0.8)
|
||
timer2:Start()
|
||
end):SetEase(Ease.Linear)
|
||
end
|
||
function ExpeditionMainPanel:SelfUpdataPanelShow()
|
||
self.Holy.transform:SetParent(self.transform)
|
||
self.Holy:SetActive(false)
|
||
local AllLayNodeList = ExpeditionManager.GetAllLayNodeList()
|
||
if AllLayNodeList == nil then return end
|
||
local curAllLayNodeList = {}
|
||
for i = #AllLayNodeList, 1, -1 do
|
||
table.insert(curAllLayNodeList,AllLayNodeList[i])
|
||
end
|
||
GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo()
|
||
isAllHaveAttack = false
|
||
local curNodeGo
|
||
for i, v in pairs(nodeGoTable) do
|
||
if v.data[1].lay == GetCurNodeInfo.lay then
|
||
curNodeGo = v.goData
|
||
end
|
||
end
|
||
if curNodeGo then
|
||
self:SingleLayNodeShow(curNodeGo,curAllLayNodeList[15 - GetCurNodeInfo.lay + 1],GetCurNodeInfo.lay)
|
||
end
|
||
end
|
||
function ExpeditionMainPanel:RefreshManagerData()
|
||
NetManager.GetExpeditionRequest(ExpeditionManager.expeditionLeve,function ()
|
||
self:OnShowNodeData(true)
|
||
end)
|
||
end
|
||
function ExpeditionMainPanel:HeroResurgence()
|
||
local heroDid = ""
|
||
local roleDidDatas = {}
|
||
local roleHurtDatas = {}
|
||
local _roleDatas = HeroManager.GetAllHeroDatas(1)
|
||
_roleDatas = ExpeditionManager.GetAllHeroDatas(_roleDatas,1)
|
||
for i = 1, #_roleDatas do
|
||
local heroHp = 0
|
||
if ExpeditionManager.heroInfo[_roleDatas[i].dynamicId] then
|
||
heroHp = ExpeditionManager.heroInfo[_roleDatas[i].dynamicId].remainHp
|
||
if heroHp <= 0 then
|
||
table.insert(roleDidDatas,_roleDatas[i])
|
||
elseif heroHp < 1 then
|
||
table.insert(roleHurtDatas,_roleDatas[i])
|
||
end
|
||
end
|
||
end
|
||
local cuSelectHeroIndex = 0
|
||
if roleDidDatas and #roleDidDatas > 0 then
|
||
cuSelectHeroIndex = math.random(1,#roleDidDatas)
|
||
heroDid = roleDidDatas[cuSelectHeroIndex].dynamicId
|
||
elseif roleHurtDatas and #roleHurtDatas > 0 then
|
||
cuSelectHeroIndex = math.random(1,#roleHurtDatas)
|
||
heroDid = roleHurtDatas[cuSelectHeroIndex].dynamicId
|
||
else
|
||
heroDid = _roleDatas[1].dynamicId
|
||
end
|
||
return heroDid
|
||
end
|
||
return ExpeditionMainPanel |