360 lines
14 KiB
Lua
360 lines
14 KiB
Lua
require("Base/BasePanel")
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local GuildFightResultPopup = Inherit(BasePanel)
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local this = GuildFightResultPopup
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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] = { name = Language[10875] },
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--[2] = { name = "个人战绩" },
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--[3] = { name = "战绩奖励" },
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}
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-- 头像管理
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local _PlayerHeadList = {}
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-- 物品管理
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local _ItemViewList = {}
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--初始化组件(用于子类重写)
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function GuildFightResultPopup: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.resultPanel = Util.GetGameObject(self.transform, "content/result")
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this.rankPanel = Util.GetGameObject(self.transform, "content/rank")
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this.rewardPanel = Util.GetGameObject(self.transform, "content/reward")
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this.myGuild = Util.GetGameObject(this.resultPanel, "my")
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this.enemyGuild = Util.GetGameObject(this.resultPanel, "enemy")
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this.myAllStar = Util.GetGameObject(this.resultPanel, "my/starNum"):GetComponent("Text")
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this.enemyAllStar = Util.GetGameObject(this.resultPanel, "enemy/starNum"):GetComponent("Text")
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this.myResult = Util.GetGameObject(this.resultPanel, "my/result"):GetComponent("Image")
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this.enemyResult = Util.GetGameObject(this.resultPanel, "enemy/result"):GetComponent("Image")
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this.pingText = Util.GetGameObject(this.resultPanel, "ping")
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this.levelText = Util.GetGameObject(this.resultPanel, "level/Text"):GetComponent("Text")
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this.expSlider = Util.GetGameObject(this.resultPanel, "level/Slider"):GetComponent("Slider")
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this.expText = Util.GetGameObject(this.resultPanel, "level/Slider/Text"):GetComponent("Text")
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this.uplevel = Util.GetGameObject(this.resultPanel, "level/up")
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this.uplevelText = Util.GetGameObject(this.resultPanel, "level/up/Text"):GetComponent("Text")
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this.allGetStar = Util.GetGameObject(this.resultPanel, "allgetstar/Text"):GetComponent("Text")
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this.getStar = {}
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this.getStar[1] = Util.GetGameObject(this.resultPanel, "houseget/Text"):GetComponent("Text")
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this.getStar[2] = Util.GetGameObject(this.resultPanel, "storeget/Text"):GetComponent("Text")
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this.getStar[3] = Util.GetGameObject(this.resultPanel, "logoget/Text"):GetComponent("Text")
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this.allLoseStar = Util.GetGameObject(this.resultPanel, "alllosestar/Text"):GetComponent("Text")
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this.loseStar = {}
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this.loseStar[1] = Util.GetGameObject(this.resultPanel, "houselose/Text"):GetComponent("Text")
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this.loseStar[2] = Util.GetGameObject(this.resultPanel, "storelose/Text"):GetComponent("Text")
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this.loseStar[3] = Util.GetGameObject(this.resultPanel, "logolose/Text"):GetComponent("Text")
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this.rankScrollRoot = Util.GetGameObject(this.rankPanel, "scrollpos")
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this.rankItem = Util.GetGameObject(this.rankPanel, "scrollpos/mem")
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this.empty = Util.GetGameObject(this.rankPanel, "empty")
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this.rewardScrollRoot = Util.GetGameObject(this.rewardPanel, "scrollpos")
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this.rewardItem = Util.GetGameObject(this.rewardPanel, "scrollpos/reward")
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end
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--绑定事件(用于子类重写)
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function GuildFightResultPopup: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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-- 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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this.TabCtrl:Init(this.tabbox, _TabData)
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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 GuildFightResultPopup:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshResultShow)
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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 GuildFightResultPopup:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.ResultDataUpdate, this.RefreshResultShow)
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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 GuildFightResultPopup:OnOpen(...)
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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 GuildFightResultPopup:OnShow()
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if this.TabCtrl then
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this.TabCtrl:ChangeTab(1)
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end
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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.resultPanel:SetActive(index == 1)
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this.rankPanel:SetActive(index == 2)
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this.rewardPanel:SetActive(index == 3)
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if index == 1 then
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this.RefreshResultShow()
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elseif index == 2 then
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GuildFightManager.RequestGuildFightAttackLogData(0, function()
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this.RefreshRankShow()
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end)
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elseif index == 3 then
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this.RefreshRewardShow()
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end
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end
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function this.RefreshResultShow()
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if this._CurIndex ~= 1 then return end
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local resultData = GuildFightManager.GetGuildFightResultData()
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if not resultData then return end
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-- 判断等级显示
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local curLevel = resultData.level
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local getExp = resultData.getExp
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local curExp = resultData.curExp
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if curExp < getExp then
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this.uplevel:SetActive(true)
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this.levelText.text = curLevel - 1
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this.uplevelText.text = curLevel
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else
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this.uplevel:SetActive(false)
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this.levelText.text = curLevel
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end
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local levelMaxExp = ConfigManager.GetConfigData(ConfigName.GuildLevelConfig, curLevel).Exp
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this.expSlider.value = curExp/levelMaxExp
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this.expText.text = string.format("%s<color=#00ff00ff>(+%s)</color>/%s", curExp, getExp, levelMaxExp)
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-- 所有获取的星数
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local index = 0
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local allGetStar = 0
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for _, txt in ipairs(this.getStar) do
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index = index + 1
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local star = resultData.star[index]
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local exStar = resultData.extraStar[index]
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txt.text = star + exStar--string.format("%d<color=#57c88a>(+%d)</color>", star + exStar, exStar)
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allGetStar = allGetStar + star + exStar
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end
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this.myAllStar.text = allGetStar
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this.allGetStar.text = allGetStar
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-- 所有失去的星数
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local allLoseStar = 0
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for _, txt in ipairs(this.loseStar) do
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index = index + 1
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local star = resultData.star[index]
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local exStar = resultData.extraStar[index]
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txt.text = star + exStar--string.format("%d<color=#e25b58>(-%d)</color>", star + exStar, exStar)
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allLoseStar = allLoseStar + star + exStar
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end
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this.enemyAllStar.text = allLoseStar
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this.allLoseStar.text = allLoseStar
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-- 判断胜负
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local result = 0
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if allGetStar > allLoseStar then
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result = 1
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this.myResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
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this.enemyResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
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elseif allGetStar < allLoseStar then
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result = -1
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this.myResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShiBai_png_zh")
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this.enemyResult.sprite = this.spLoader:LoadSprite("UI_effect_JJC_JieSuan_ShengLi_png_zh")
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end
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this.myResult.gameObject:SetActive(result ~= 0)
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this.enemyResult.gameObject:SetActive(result ~= 0)
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this.pingText:SetActive(result == 0)
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-- 敌方数据显示
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local enemyGuildData = GuildFightManager.GetEnemyBaseData()
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this.GuildBaseInfoAdapter(this.enemyGuild, enemyGuildData)
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-- 我方数据显示
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local myGuildData = GuildFightManager.GetMyBaseData()
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this.GuildBaseInfoAdapter(this.myGuild, myGuildData)
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end
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-- 公会基础数据匹配
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function this.GuildBaseInfoAdapter(node, data)
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local nameText = Util.GetGameObject(node, "name"):GetComponent("Text")
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local levelText = Util.GetGameObject(node, "level"):GetComponent("Text")
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local logoSpr = Util.GetGameObject(node, "icon"):GetComponent("Image")
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nameText.text = data.name
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levelText.text = data.level
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local logoName = GuildManager.GetLogoResName(data.pictureId)
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logoSpr.sprite = this.spLoader:LoadSprite(logoName)
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end
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-- 获取排名
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function this.RefreshRankShow()
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local rankList = GuildFightManager.GetGuildFightAttackLogData(0)
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if not rankList then return end
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-- 创建滚动
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if not this.rankScroll then
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local height = this.rankScrollRoot.transform.rect.height
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local width = this.rankScrollRoot.transform.rect.width
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this.rankScroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rankScrollRoot.transform,
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this.rankItem, nil, Vector2.New(width, height), 1, 1, Vector2.New(0,0))
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this.rankScroll.moveTween.Strength = 2
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end
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this.rankScroll:SetData(rankList, function(index, go)
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this.RankItemAdapter(go, rankList[index])
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end)
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this.rankScroll:SetIndex(1)
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this.empty:SetActive(#rankList == 0)
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end
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-- 排名节点数据匹配
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function this.RankItemAdapter(node, data)
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local rank = Util.GetGameObject(node, "rank"):GetComponent("Image")
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local rankNum = Util.GetGameObject(node, "rank/num"):GetComponent("Text")
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local head = Util.GetGameObject(node, "head")
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local name = Util.GetGameObject(node, "name"):GetComponent("Text")
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local pos = Util.GetGameObject(node, "pos"):GetComponent("Text")
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local count = Util.GetGameObject(node, "count"):GetComponent("Text")
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local starNum = Util.GetGameObject(node, "num"):GetComponent("Text")
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-- 排名
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if data.rank <= 3 then
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rank.sprite = this.spLoader:LoadSprite("r_playerrumble_paiming_0"..data.rank)
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--rank:SetNativeSize()
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rankNum.gameObject:SetActive(false)
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else
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rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
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--rank.transform.sizeDelta = Vector2.New(120, 120)
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rankNum.gameObject:SetActive(true)
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end
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rankNum:GetComponent("Text").text = data.rank
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name:GetComponent("Text").text = data.name
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pos:GetComponent("Text").text = GUILD_GRANT_STR[data.position]
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count:GetComponent("Text").text = data.attackCount..Language[10048]
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starNum:GetComponent("Text").text = data.starCount
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-- 头像
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if not _PlayerHeadList[node] then
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_PlayerHeadList[node] = SubUIManager.Open(SubUIConfig.PlayerHeadView, head.transform)
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end
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_PlayerHeadList[node]:Reset()
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_PlayerHeadList[node]:SetScale(Vector3.one * 0.6)
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_PlayerHeadList[node]:SetHead(data.head)
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_PlayerHeadList[node]:SetFrame(data.headFrame)
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_PlayerHeadList[node]:SetLayer(this.sortingOrder)
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_PlayerHeadList[node]:SetEffectScale(0.75)
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end
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-- 刷新排名奖励
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function this.RefreshRewardShow()
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local rewardList = GuildFightManager.GetGuildFightRewardData()
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if not rewardList then return end
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-- 创建滚动
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if not this.rewardScroll then
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local height = this.rewardScrollRoot.transform.rect.height
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local width = this.rewardScrollRoot.transform.rect.width
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this.rewardScroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rewardScrollRoot.transform,
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this.rewardItem, nil, Vector2.New(width, height), 1, 1, Vector2.New(0,0))
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this.rewardScroll.moveTween.Strength = 2
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end
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this.rewardScroll:SetData(rewardList, function(index, go)
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this.RewardItemAdapter(go, rewardList[index])
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end)
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this.rewardScroll:SetIndex(1)
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end
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-- 节点数据匹配
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function this.RewardItemAdapter(item, data)
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local rank = Util.GetGameObject(item, "rank"):GetComponent("Image")
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local rankNum = Util.GetGameObject(item, "rank/num"):GetComponent("Text")
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local box = Util.GetGameObject(item, "box")
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-- 排名
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if data.RankMin <= 3 then
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rank.sprite = this.spLoader:LoadSprite("r_playerrumble_paiming_0"..data.RankMin)
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rankNum.gameObject:SetActive(false)
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rank.transform.sizeDelta = Vector2.New(100, 100)
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elseif data.RankMin == data.RankMax then
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rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
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rankNum.gameObject:SetActive(true)
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rank.transform.sizeDelta = Vector2.New(100, 100)
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rankNum.text = data.RankMin
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elseif data.RankMin ~= data.RankMax then
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rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
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rankNum.gameObject:SetActive(true)
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rank.transform.sizeDelta = Vector2.New(200, 100)
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rankNum.text = data.RankMin .. "~" .. data.RankMax
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end
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local itemDataList = {}
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local ss = string.split(data.Reward, "|")
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for i=1, #ss do
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local arr = string.split(ss[i], "#")
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for j = 1, #arr do
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arr[j] = tonumber(arr[j])
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end
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table.insert(itemDataList, arr)
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end
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for index, reward in ipairs(itemDataList) do
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if not _ItemViewList[item] then
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_ItemViewList[item] = {}
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end
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if not _ItemViewList[item][index] then
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_ItemViewList[item][index] = SubUIManager.Open(SubUIConfig.ItemView, box.transform)
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end
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_ItemViewList[item][index]:OnOpen(false,reward,0.7,false,false,false,this.selfsortingOrder)
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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 GuildFightResultPopup:OnClose()
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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 GuildFightResultPopup:OnDestroy()
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this.spLoader:Destroy()
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-- 滚动置空
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this.rankScroll = nil
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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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--
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this.rewardScroll = nil
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_ItemViewList = {}
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end
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return GuildFightResultPopup
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