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

360 lines
14 KiB
Lua

require("Base/BasePanel")
local GuildFightResultPopup = Inherit(BasePanel)
local this = GuildFightResultPopup
-- Tab管理器
local TabBox = require("Modules/Common/TabBox")
local _TabFontColor = { default = Color.New(168 / 255, 168 / 255, 167 / 255, 1),
select = Color.New(250 / 255, 227 / 255, 175 / 255, 1) }
local _TabSprite = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001"}
local _TabData = {
[1] = { name = Language[10875] },
--[2] = { name = "个人战绩" },
--[3] = { name = "战绩奖励" },
}
-- 头像管理
local _PlayerHeadList = {}
-- 物品管理
local _ItemViewList = {}
--初始化组件(用于子类重写)
function GuildFightResultPopup:InitComponent()
this.spLoader = SpriteLoader.New()
this.btnBack = Util.GetGameObject(self.transform, "btnBack")
this.tabbox = Util.GetGameObject(self.transform, "top")
this.resultPanel = Util.GetGameObject(self.transform, "content/result")
this.rankPanel = Util.GetGameObject(self.transform, "content/rank")
this.rewardPanel = Util.GetGameObject(self.transform, "content/reward")
this.myGuild = Util.GetGameObject(this.resultPanel, "my")
this.enemyGuild = Util.GetGameObject(this.resultPanel, "enemy")
this.myAllStar = Util.GetGameObject(this.resultPanel, "my/starNum"):GetComponent("Text")
this.enemyAllStar = Util.GetGameObject(this.resultPanel, "enemy/starNum"):GetComponent("Text")
this.myResult = Util.GetGameObject(this.resultPanel, "my/result"):GetComponent("Image")
this.enemyResult = Util.GetGameObject(this.resultPanel, "enemy/result"):GetComponent("Image")
this.pingText = Util.GetGameObject(this.resultPanel, "ping")
this.levelText = Util.GetGameObject(this.resultPanel, "level/Text"):GetComponent("Text")
this.expSlider = Util.GetGameObject(this.resultPanel, "level/Slider"):GetComponent("Slider")
this.expText = Util.GetGameObject(this.resultPanel, "level/Slider/Text"):GetComponent("Text")
this.uplevel = Util.GetGameObject(this.resultPanel, "level/up")
this.uplevelText = Util.GetGameObject(this.resultPanel, "level/up/Text"):GetComponent("Text")
this.allGetStar = Util.GetGameObject(this.resultPanel, "allgetstar/Text"):GetComponent("Text")
this.getStar = {}
this.getStar[1] = Util.GetGameObject(this.resultPanel, "houseget/Text"):GetComponent("Text")
this.getStar[2] = Util.GetGameObject(this.resultPanel, "storeget/Text"):GetComponent("Text")
this.getStar[3] = Util.GetGameObject(this.resultPanel, "logoget/Text"):GetComponent("Text")
this.allLoseStar = Util.GetGameObject(this.resultPanel, "alllosestar/Text"):GetComponent("Text")
this.loseStar = {}
this.loseStar[1] = Util.GetGameObject(this.resultPanel, "houselose/Text"):GetComponent("Text")
this.loseStar[2] = Util.GetGameObject(this.resultPanel, "storelose/Text"):GetComponent("Text")
this.loseStar[3] = Util.GetGameObject(this.resultPanel, "logolose/Text"):GetComponent("Text")
this.rankScrollRoot = Util.GetGameObject(this.rankPanel, "scrollpos")
this.rankItem = Util.GetGameObject(this.rankPanel, "scrollpos/mem")
this.empty = Util.GetGameObject(this.rankPanel, "empty")
this.rewardScrollRoot = Util.GetGameObject(this.rewardPanel, "scrollpos")
this.rewardItem = Util.GetGameObject(this.rewardPanel, "scrollpos/reward")
end
--绑定事件(用于子类重写)
function GuildFightResultPopup:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
this:ClosePanel()
end)
-- 初始化Tab管理器
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
this.TabCtrl:Init(this.tabbox, _TabData)
end
--添加事件监听(用于子类重写)
function GuildFightResultPopup:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshResultShow)
end
--移除事件监听(用于子类重写)
function GuildFightResultPopup:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshResultShow)
end
--界面打开时调用(用于子类重写)
function GuildFightResultPopup:OnOpen(...)
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function GuildFightResultPopup:OnShow()
if this.TabCtrl then
this.TabCtrl:ChangeTab(1)
end
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
Util.GetGameObject(tab,"Img"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabSprite[status])
tabLab:GetComponent("Text").text = _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
end
-- tab改变回调事件
function this.OnTabChange(index, lastIndex)
-- 设置显示
this._CurIndex = index
this.resultPanel:SetActive(index == 1)
this.rankPanel:SetActive(index == 2)
this.rewardPanel:SetActive(index == 3)
if index == 1 then
this.RefreshResultShow()
elseif index == 2 then
GuildFightManager.RequestGuildFightAttackLogData(0, function()
this.RefreshRankShow()
end)
elseif index == 3 then
this.RefreshRewardShow()
end
end
function this.RefreshResultShow()
if this._CurIndex ~= 1 then return end
local resultData = GuildFightManager.GetGuildFightResultData()
if not resultData then return end
-- 判断等级显示
local curLevel = resultData.level
local getExp = resultData.getExp
local curExp = resultData.curExp
if curExp < getExp then
this.uplevel:SetActive(true)
this.levelText.text = curLevel - 1
this.uplevelText.text = curLevel
else
this.uplevel:SetActive(false)
this.levelText.text = curLevel
end
local levelMaxExp = ConfigManager.GetConfigData(ConfigName.GuildLevelConfig, curLevel).Exp
this.expSlider.value = curExp/levelMaxExp
this.expText.text = string.format("%s<color=#00ff00ff>(+%s)</color>/%s", curExp, getExp, levelMaxExp)
-- 所有获取的星数
local index = 0
local allGetStar = 0
for _, txt in ipairs(this.getStar) do
index = index + 1
local star = resultData.star[index]
local exStar = resultData.extraStar[index]
txt.text = star + exStar--string.format("%d<color=#57c88a>(+%d)</color>", star + exStar, exStar)
allGetStar = allGetStar + star + exStar
end
this.myAllStar.text = allGetStar
this.allGetStar.text = allGetStar
-- 所有失去的星数
local allLoseStar = 0
for _, txt in ipairs(this.loseStar) do
index = index + 1
local star = resultData.star[index]
local exStar = resultData.extraStar[index]
txt.text = star + exStar--string.format("%d<color=#e25b58>(-%d)</color>", star + exStar, exStar)
allLoseStar = allLoseStar + star + exStar
end
this.enemyAllStar.text = allLoseStar
this.allLoseStar.text = allLoseStar
-- 判断胜负
local result = 0
if allGetStar > allLoseStar then
result = 1
this.myResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
this.enemyResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
elseif allGetStar < allLoseStar then
result = -1
this.myResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
this.enemyResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
end
this.myResult.gameObject:SetActive(result ~= 0)
this.enemyResult.gameObject:SetActive(result ~= 0)
this.pingText:SetActive(result == 0)
-- 敌方数据显示
local enemyGuildData = GuildFightManager.GetEnemyBaseData()
this.GuildBaseInfoAdapter(this.enemyGuild, enemyGuildData)
-- 我方数据显示
local myGuildData = GuildFightManager.GetMyBaseData()
this.GuildBaseInfoAdapter(this.myGuild, myGuildData)
end
-- 公会基础数据匹配
function this.GuildBaseInfoAdapter(node, data)
local nameText = Util.GetGameObject(node, "name"):GetComponent("Text")
local levelText = Util.GetGameObject(node, "level"):GetComponent("Text")
local logoSpr = Util.GetGameObject(node, "icon"):GetComponent("Image")
nameText.text = data.name
levelText.text = data.level
local logoName = GuildManager.GetLogoResName(data.pictureId)
logoSpr.sprite = this.spLoader:LoadSprite(logoName)
end
-- 获取排名
function this.RefreshRankShow()
local rankList = GuildFightManager.GetGuildFightAttackLogData(0)
if not rankList then return end
-- 创建滚动
if not this.rankScroll then
local height = this.rankScrollRoot.transform.rect.height
local width = this.rankScrollRoot.transform.rect.width
this.rankScroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rankScrollRoot.transform,
this.rankItem, nil, Vector2.New(width, height), 1, 1, Vector2.New(0,0))
this.rankScroll.moveTween.Strength = 2
end
this.rankScroll:SetData(rankList, function(index, go)
this.RankItemAdapter(go, rankList[index])
end)
this.rankScroll:SetIndex(1)
this.empty:SetActive(#rankList == 0)
end
-- 排名节点数据匹配
function this.RankItemAdapter(node, data)
local rank = Util.GetGameObject(node, "rank"):GetComponent("Image")
local rankNum = Util.GetGameObject(node, "rank/num"):GetComponent("Text")
local head = Util.GetGameObject(node, "head")
local name = Util.GetGameObject(node, "name"):GetComponent("Text")
local pos = Util.GetGameObject(node, "pos"):GetComponent("Text")
local count = Util.GetGameObject(node, "count"):GetComponent("Text")
local starNum = Util.GetGameObject(node, "num"):GetComponent("Text")
-- 排名
if data.rank <= 3 then
rank.sprite = this.spLoader:LoadSprite("r_playerrumble_paiming_0"..data.rank)
--rank:SetNativeSize()
rankNum.gameObject:SetActive(false)
else
rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
--rank.transform.sizeDelta = Vector2.New(120, 120)
rankNum.gameObject:SetActive(true)
end
rankNum:GetComponent("Text").text = data.rank
name:GetComponent("Text").text = data.name
pos:GetComponent("Text").text = GUILD_GRANT_STR[data.position]
count:GetComponent("Text").text = data.attackCount..Language[10048]
starNum:GetComponent("Text").text = data.starCount
-- 头像
if not _PlayerHeadList[node] then
_PlayerHeadList[node] = SubUIManager.Open(SubUIConfig.PlayerHeadView, head.transform)
end
_PlayerHeadList[node]:Reset()
_PlayerHeadList[node]:SetScale(Vector3.one * 0.6)
_PlayerHeadList[node]:SetHead(data.head)
_PlayerHeadList[node]:SetFrame(data.headFrame)
_PlayerHeadList[node]:SetLayer(this.sortingOrder)
_PlayerHeadList[node]:SetEffectScale(0.75)
end
-- 刷新排名奖励
function this.RefreshRewardShow()
local rewardList = GuildFightManager.GetGuildFightRewardData()
if not rewardList then return end
-- 创建滚动
if not this.rewardScroll then
local height = this.rewardScrollRoot.transform.rect.height
local width = this.rewardScrollRoot.transform.rect.width
this.rewardScroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rewardScrollRoot.transform,
this.rewardItem, nil, Vector2.New(width, height), 1, 1, Vector2.New(0,0))
this.rewardScroll.moveTween.Strength = 2
end
this.rewardScroll:SetData(rewardList, function(index, go)
this.RewardItemAdapter(go, rewardList[index])
end)
this.rewardScroll:SetIndex(1)
end
-- 节点数据匹配
function this.RewardItemAdapter(item, data)
local rank = Util.GetGameObject(item, "rank"):GetComponent("Image")
local rankNum = Util.GetGameObject(item, "rank/num"):GetComponent("Text")
local box = Util.GetGameObject(item, "box")
-- 排名
if data.RankMin <= 3 then
rank.sprite = this.spLoader:LoadSprite("r_playerrumble_paiming_0"..data.RankMin)
rankNum.gameObject:SetActive(false)
rank.transform.sizeDelta = Vector2.New(100, 100)
elseif data.RankMin == data.RankMax then
rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
rankNum.gameObject:SetActive(true)
rank.transform.sizeDelta = Vector2.New(100, 100)
rankNum.text = data.RankMin
elseif data.RankMin ~= data.RankMax then
rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
rankNum.gameObject:SetActive(true)
rank.transform.sizeDelta = Vector2.New(200, 100)
rankNum.text = data.RankMin .. "~" .. data.RankMax
end
local itemDataList = {}
local ss = string.split(data.Reward, "|")
for i=1, #ss do
local arr = string.split(ss[i], "#")
for j = 1, #arr do
arr[j] = tonumber(arr[j])
end
table.insert(itemDataList, arr)
end
for index, reward in ipairs(itemDataList) do
if not _ItemViewList[item] then
_ItemViewList[item] = {}
end
if not _ItemViewList[item][index] then
_ItemViewList[item][index] = SubUIManager.Open(SubUIConfig.ItemView, box.transform)
end
_ItemViewList[item][index]:OnOpen(false,reward,0.7,false,false,false,this.selfsortingOrder)
end
end
--界面关闭时调用(用于子类重写)
function GuildFightResultPopup:OnClose()
end
--界面销毁时调用(用于子类重写)
function GuildFightResultPopup:OnDestroy()
this.spLoader:Destroy()
-- 滚动置空
this.rankScroll = nil
-- 头像回收
for _, playerHead in pairs(_PlayerHeadList) do
playerHead:Recycle()
end
_PlayerHeadList = {}
--
this.rewardScroll = nil
_ItemViewList = {}
end
return GuildFightResultPopup