134 lines
5.3 KiB
Lua
134 lines
5.3 KiB
Lua
----- 远征贪婪节点弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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local fun
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--item容器
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local itemList = {}
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local monsterData = {}
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local rewardData = {}
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local curNodeConFig
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local type = 1 --1 前往 2 放弃
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local ExpeSetting = ConfigManager.GetConfig(ConfigName.ExpeditionSetting)
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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this.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
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this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text")
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--滚动条根节点
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this.root = Util.GetGameObject(gameObject, "Root")
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this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
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this.live2dRoot=Util.GetGameObject(gameObject,"live2dRoot")
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end
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function this:BindEvent()
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Util.AddClick(this.sureBtn, function()
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this:BtnClickEvent()
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end)
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Util.AddClick(this.backBtn, function()
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parent:ClosePanel()
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end)
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end
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function this:BtnClickEvent()
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if type == 1 then
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parent:ClosePanel()
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elseif type == 2 then
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parent:ClosePanel()
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.EXPEDITION, monsterData)
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end
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = {...}
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monsterData = args[1]
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type = args[2]
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fun = args[3]
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--组数据
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rewardData = {}
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local curRewardData = {}
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curNodeConFig = ConfigManager.TryGetConfigData(ConfigName.ExpeditionNodeConfig,monsterData.type)
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local Reward = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.ExpeditionFloorConfig,"Floor",ExpeditionManager.expeditionLeve,"FloorLay",monsterData.lay - 1)
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if Reward and Reward.Reward and #Reward.Reward > 0 then
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for i = 1, #Reward.Reward do
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local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,ExpeSetting[1].SpecialReward)--Reward.Reward[i])
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if rewardGroupConfig and #rewardGroupConfig.ShowItem > 0 then
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for j = 1, #rewardGroupConfig.ShowItem do
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local v = rewardGroupConfig.ShowItem[j]
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if v[1] ~= 55 then--瑶池魔妖 不显示圣物特殊处理
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if curRewardData[v[1]] then
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curRewardData[v[1]] = {v[1],curRewardData[v[1]][2] + v[2]}
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else
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curRewardData[v[1]] = {v[1],v[2]}
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end
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end
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end
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end
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end
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end
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for i, v in pairs(curRewardData) do
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if curNodeConFig and curNodeConFig.Reward and curNodeConFig.Reward > 0 then
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v = {v[1],math.floor(v[2] * curNodeConFig.Reward)}
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end
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table.insert(rewardData,v)
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end
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this:FormationAdapter()
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end
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-- 编队数据匹配
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function this:FormationAdapter()
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if type == 1 then
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this.sureBtnText.text = Language[10555]
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elseif type == 2 then
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this.sureBtnText.text = Language[10556]
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end
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this.titleText.text=Language[10557]
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if monsterData == nil then LogError(Language[10558]) return end
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--LogError("monsterData.bossTeaminfo.hero "..#monsterData.bossTeaminfo.hero)
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this.power.text = monsterData.bossTeaminfo.totalForce
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local monsterCongig = {}
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if monsterData.bossTeaminfo.hero and #monsterData.bossTeaminfo.hero > 1 then
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-- local monsterGroup = ConfigManager.TryGetConfigData(ConfigName.MonsterGroup,monsterData.bossTeaminfo.teamInfo)
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-- monsterCongig = ConfigManager.TryGetConfigData(ConfigName.HeroConfig,monsterData.bossTeaminfo.teamInfo)
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-- if monsterGroup and monsterGroup.Contents and #monsterGroup.Contents > 0 then
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-- if monsterGroup.Contents[1] and monsterGroup.Contents[1][1] then
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-- monsterCongig = ConfigManager.TryGetConfigData(ConfigName.MonsterConfig,monsterGroup.Contents[1][1])
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-- end
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-- end
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-- if not monsterCongig then return end
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--if not monsterCongig then LogError("无 monsterCongig") return end
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--monsterData.bossTeaminfo.hero[i].remainHp monsterCongig.Level
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monsterCongig = ConfigManager.TryGetConfigData(ConfigName.HeroConfig,monsterData.bossTeaminfo.hero[2].heroTid)--monsterGroup.getHero)
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if not monsterCongig then return end
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local heroConfig = monsterCongig
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this.LiveName = GetResourcePath(heroConfig.Live)
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this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform,
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Vector3.one * heroConfig.Scale, Vector3.New(heroConfig.Position[1],heroConfig.Position[2],0))
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end
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ResetItemView(this.root,this.root.transform,itemList,5,1,sortingOrder,false,rewardData)
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end
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function this:OnClose()
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if fun then
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fun()
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fun = nil
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end
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if this.LiveName then
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poolManager:UnLoadLive(this.LiveName,this.LiveGO )
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this.LiveName= nil
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end
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end
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function this:OnDestroy()
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this.spLoader:Destroy()
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end
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return this |