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