516 lines
20 KiB
Lua
516 lines
20 KiB
Lua
require("Base/BasePanel")
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local ChatPanel = Inherit(BasePanel)
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local this = ChatPanel
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local TabBox = require("Modules/Common/TabBox")
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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lock = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1) }
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local _TabImage = { default = "r_tongyong_xiaanniu_02", lock = "r_tongyong_xiaanniu_02", select = "r_tongyong_xiaanniu_01"}
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local _TabData = {
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{text = "好友", channel = CHAT_CHANNEL.FRIEND, rpType = RedPointType.Chat_Friend},
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{text = "公会", channel = CHAT_CHANNEL.FAMILY},
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{text = "世界", channel = CHAT_CHANNEL.GLOBAL},
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{text = "系统", channel = CHAT_CHANNEL.SYSTEM},
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}
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-- 当前所在的聊天通道
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this._CurChannel = 1
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--初始化组件(用于子类重写)
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function ChatPanel:InitComponent()
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this.tabbox = Util.GetGameObject(self.gameObject, "tabbox")
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this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
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this.scrollRoot = Util.GetGameObject(self.gameObject, "content/scrollroot")
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this.friendItem = Util.GetGameObject(self.gameObject, "content/friend")
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this.systemItem = Util.GetGameObject(self.gameObject, "content/system")
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this.chatItem = Util.GetGameObject(self.gameObject, "content/chat")
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this.input = Util.GetGameObject(self.gameObject, "bottom/input")
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this.inputText = Util.GetGameObject(self.gameObject, "bottom/input/InputField"):GetComponent("InputField")
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this.btnSend = Util.GetGameObject(self.gameObject, "bottom/input/send")
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this.noInputTip = Util.GetGameObject(self.gameObject, "bottom/tip")
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this.playerInfo = Util.GetGameObject(self.gameObject, "playerInfo")
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this.playerBg = Util.GetGameObject(this.playerInfo, "bg")
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this.playerHead = Util.GetGameObject(this.playerBg, "head"):GetComponent("Image")
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this.playerHeadKuang = Util.GetGameObject(this.playerBg, "headkuang"):GetComponent("Image")
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this.playerLv = Util.GetGameObject(this.playerBg, "lv"):GetComponent("Text")
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this.playerName = Util.GetGameObject(this.playerBg, "name"):GetComponent("Text")
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this.playerPower = Util.GetGameObject(this.playerBg, "power"):GetComponent("Text")
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this.playerInvite = Util.GetGameObject(this.playerBg, "btnInvite")
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this.playerFriend = Util.GetGameObject(this.playerBg, "btnFriend")
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-- 上部货币显示
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})
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end
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--绑定事件(用于子类重写)
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function ChatPanel:BindEvent()
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-- 关闭界面
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Util.AddClick(this.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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-- todo:添加公会界面打开聊天,关闭时跳转至主界面的处理
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if this._JumpType == 1 then
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this:ClosePanel()
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UIManager.OpenPanel(UIName.MainPanel)
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else
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this:ClosePanel()
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end
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end)
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-- 发送消息
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Util.AddClick(this.btnSend, function()
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local content = this.inputText.text
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ChatManager.RequestSendChatMsg(this._CurChannel, content, function()
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-- 清空聊天显示
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this.inputText.text = ""
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end)
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end)
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-- 关闭玩家信息界面
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Util.AddClick(this.playerInfo, function()
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this.playerInfo:SetActive(false)
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end)
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-- 创建一个tab管理
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetTabIsLockCheck(this.TabIsLockCheck)
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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 ChatPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Chat.OnChatDataChanged, this.OnChatDataChanged)
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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 ChatPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Chat.OnChatDataChanged, this.OnChatDataChanged)
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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 ChatPanel:OnOpen(...)
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-- 参数保存
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local args = {...}
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this._CurTabIndex = args[1] or 3
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this._JumpType = args[2] or 1
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this._CurChannel = _TabData[this._CurTabIndex].channel
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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 ChatPanel:OnShow()
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if this.TabCtrl then
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this.TabCtrl:ChangeTab(this._CurTabIndex or 3)
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end
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-- 货币界面
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
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-- 开始定时刷新数据
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ChatManager.StartChatDataUpdate()
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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 ChatPanel:OnClose()
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-- 关闭定时刷新数据
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ChatManager.StopChatDataUpdate()
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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 ChatPanel:OnDestroy()
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--
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SubUIManager.Close(this.UpView)
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this.FriendScrollView = nil
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this.ChatScrollView = nil
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this.SystemScrollView = nil
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-- 资源回收
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-- if this.ChatScrollView then
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-- this.ChatScrollView:RecycleNode()
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-- this.ChatScrollView = nil
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-- end
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-- -- 资源回收
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-- if this.SystemScrollView then
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-- this.SystemScrollView:RecycleNode()
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-- this.SystemScrollView = nil
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-- end
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-- 清除红点绑定
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for _, v in ipairs(_TabData) do
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if v.rpType then
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ClearRedPointObject(v.rpType)
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end
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end
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end
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-- tab节点自定义设置
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function this.TabAdapter(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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tabLab:GetComponent("Text").text = _TabData[index].text
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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local tabImg = Util.GetGameObject(tab, "Image")
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tabImg:GetComponent("Image").sprite = Util.LoadSprite(_TabImage[status])
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local redpot = Util.GetGameObject(tab, "redpot")
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if _TabData[index].rpType then
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BindRedPointObject(_TabData[index].rpType, redpot)
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else
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redpot:SetActive(false)
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end
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end
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-- tab锁定检测
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function this.TabIsLockCheck(index)
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local channel = _TabData[index].channel
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if channel == CHAT_CHANNEL.FAMILY then
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local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.GUILD)
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if not isOpen then
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return true, "功能尚未开启,敬请期待"
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end
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if isOpen and PlayerManager.familyId == 0 then
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return true, "尚未加入公会"
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end
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end
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return false
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end
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-- 节点状态改变回调事件
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function this.OnTabChange(index, lastIndex)
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-- 关闭上个界面
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if lastIndex then
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local lastSV = this.GetScrollView(lastIndex)
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-- if lastIndex ~= 1 then
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-- lastSV:RecycleNode()
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-- end
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lastSV.gameObject:SetActive(false)
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end
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-- 打开当前界面
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this._CurTabIndex = index
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local curSV = this.GetScrollView(index)
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curSV.gameObject:SetActive(true)
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-- 是否能够发言
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this._CurChannel = _TabData[index].channel
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if this._CurChannel == 1 or this._CurChannel == 2 then
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.CHAT) then
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this.input:SetActive(true)
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this.noInputTip:SetActive(false)
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else
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this.input:SetActive(false)
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this.noInputTip:SetActive(true)
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this.noInputTip:GetComponent("Text").text = "玩家等级13解锁发言功能"
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end
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elseif this._CurChannel == 0 or this._CurChannel == 3 then
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this.input:SetActive(false)
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this.noInputTip:SetActive(true)
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this.noInputTip:GetComponent("Text").text = "该频道下无法发言"
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end
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-- 刷新显示
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this.RefreshShow(true)
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end
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-- 数据变化回调
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function this.OnChatDataChanged(channel)
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if channel == this._CurChannel then
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this.RefreshShow(false)
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end
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end
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-- 刷新当前显示
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function this.RefreshShow(isForceBottom)
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-- 刷新数据
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local curSV = this.GetScrollView(this._CurTabIndex)
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local datalist = ChatManager.GetChatList(this._CurChannel)
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local _GoToIndex = nil
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if this._CurChannel ~= CHAT_CHANNEL.FRIEND then
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_GoToIndex = #datalist
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end
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curSV:SetData(datalist, function(dataIndex, go)
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-- 判断是否要显示聊天的时间
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local isShowTime = false
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if dataIndex == 1 then
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isShowTime = true
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elseif dataIndex > 1 then
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local deltaTime = datalist[dataIndex].times - datalist[dataIndex - 1].times
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isShowTime = deltaTime >= ChatManager.ShowTimeDT
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end
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-- 设置数据
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local data = datalist[dataIndex]
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if this._CurChannel == CHAT_CHANNEL.FRIEND then
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this.FriendItemAdapter(go, data)
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elseif this._CurChannel == CHAT_CHANNEL.SYSTEM then
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this.SystemItemAdapter(go, data, isShowTime)
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else
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this.ChatItemAdapter(go, data, isShowTime)
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end
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end, _GoToIndex)
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-- 好友数据置顶
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if this._CurChannel == CHAT_CHANNEL.FRIEND then
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curSV:SetIndex(1)
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end
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end
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-- 创建滚动列表
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function this.GetScrollView(index)
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-- 不存在则创建
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if index == 1 then
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-- 判断是否存在
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if not this.FriendScrollView then
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local rootHight = this.scrollRoot.transform.rect.height
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local sv = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform,
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this.friendItem, nil, Vector2.New(1080, rootHight - 10), 1, 1, Vector2.New(0, 10))
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sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5)
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sv.moveTween.Strength = 2
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-- 保存
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this.FriendScrollView = sv
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end
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return this.FriendScrollView
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elseif index == 2 or index == 3 then
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if not this.ChatScrollView then
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local rootHight = this.scrollRoot.transform.rect.height
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local sv = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.scrollRoot.transform,
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this.chatItem, Vector2.New(1080, rootHight - 10), 1, 10)
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sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5)
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sv.moveTween.Strength = 2
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-- 保存
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this.ChatScrollView = sv
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end
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return this.ChatScrollView
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elseif index == 4 then
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if not this.SystemScrollView then
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local rootHight = this.scrollRoot.transform.rect.height
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local sv = SubUIManager.Open(SubUIConfig.ScrollFitterView, this.scrollRoot.transform,
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this.systemItem, Vector2.New(1080, rootHight - 10), 1, 10)
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sv.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, -5)
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sv.moveTween.Strength = 2
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-- 保存
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this.SystemScrollView = sv
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end
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return this.SystemScrollView
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end
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end
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-- 好友节点数据匹配
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function this.FriendItemAdapter(node, data)
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-- 获取节点
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local bg = Util.GetGameObject(node, "bg")
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local content = Util.GetGameObject(node, "content"):GetComponent("Text")
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local name = Util.GetGameObject(node, "name"):GetComponent("Text")
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local lv = Util.GetGameObject(node, "lv"):GetComponent("Text")
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local head = Util.GetGameObject(node, "head"):GetComponent("Image")
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local frame = Util.GetGameObject(node, "headkuang"):GetComponent("Image")
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local redpot = Util.GetGameObject(node, "redpot")
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-- 数据匹配
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local fdata = GoodFriendManager.GetFriendInfo(data.friendId)
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content.text = data.content
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name.text = fdata.name
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lv.text = fdata.lv
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head.sprite = GetPlayerHeadSprite(fdata.head)
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frame.sprite = GetPlayerHeadFrameSprite(fdata.frame)
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redpot:SetActive(FriendChatManager.IsFriendNewChat(data.friendId))
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-- 头像添加点击事件
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Util.AddOnceClick(bg, function()
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UIManager.OpenPanel(UIName.FriendChatPanel, data.friendId)
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end)
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end
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-- 系统消息节点数据匹配
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function this.SystemItemAdapter(node, data, isShowTime)
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local time = Util.GetGameObject(node, "time")
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local bg = Util.GetGameObject(node, "bg")
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local content = Util.GetGameObject(node, "bg/content"):GetComponent("Text")
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local sType = Util.GetGameObject(node, "bg/content/type")
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local sTypeStr = Util.GetGameObject(node, "bg/content/type/Text"):GetComponent("Text")
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time:SetActive(isShowTime)
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if isShowTime then
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time:GetComponent("Text").text = TimeStampToDateStr(tonumber(data.times)/1000)
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end
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local sTypeInfo = ChatManager.SYS_MSG_TYPE[data.messageType]
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if sTypeInfo then
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sType:SetActive(true)
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sTypeStr.text = sTypeInfo.name
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content.text = " " .. data.msg
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else
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sType:SetActive(false)
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content.text = data.msg
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end
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Util.AddOnceClick(bg, function()
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-- 内容包含异妖的不显示
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local pos = string.find(data.msg, "异妖")
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if pos then return end
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-- 其他的按物品显示
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local itemDataConFig = itemConfig[data.itemId]
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if not itemDataConFig then return end
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if itemDataConFig.ItemType == ItemType.Hero then
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local heroConfigData=ConfigManager.GetConfigData(ConfigName.HeroConfig, itemConfig[data.itemId].HeroStar[1])
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UIManager.OpenPanel(UIName.RoleGetInfoPopup,false,heroConfigData.Id,itemConfig[data.itemId].HeroStar[2])
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elseif itemDataConFig.ItemType == ItemType.Equip then
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UIManager.OpenPanel(UIName.HandBookEquipInfoPanel, data.itemId)
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else
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup, data.itemId)
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end
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end)
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end
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-- 聊天节点数据匹配
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function this.ChatItemAdapter(node, data, isShowTime)
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local right = Util.GetGameObject(node, "rightchat")
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local left = Util.GetGameObject(node, "leftchat")
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local isMyChat = data.senderId == PlayerManager.uid
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right:SetActive(isMyChat)
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left:SetActive(not isMyChat)
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node = isMyChat and right or left
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local time = Util.GetGameObject(node, "time")
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local timeLab = Util.GetGameObject(node, "time/Text"):GetComponent("Text")
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local content = Util.GetGameObject(node, "contentroot/bg/content"):GetComponent("Text")
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local head = Util.GetGameObject(node, "base/head"):GetComponent("Image")
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local headKuang = Util.GetGameObject(node, "base/headkuang"):GetComponent("Image")
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local lv = Util.GetGameObject(node, "base/lv"):GetComponent("Text")
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local name = Util.GetGameObject(node, "base/name"):GetComponent("Text")
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local zw = Util.GetGameObject(node, "base/zhiwei")
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local zwName = Util.GetGameObject(node, "base/zhiwei/Text"):GetComponent("Text")
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-- 判断是否显示时间
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time:SetActive(isShowTime)
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if isShowTime then
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timeLab.text = TimeStampToDateStr(tonumber(data.times)/1000)
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end
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local contentStr = ""
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if this._CurChannel == CHAT_CHANNEL.GLOBAL then
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local chat = ChatManager.AnalysisGlobalChat(data.msg)
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contentStr = chat.content
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if chat.type == GLOBAL_CHAT_TYPE.COMMON then
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Util.AddOnceClick(content.gameObject, function() end)
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elseif chat.type == GLOBAL_CHAT_TYPE.GUILD_INVITE then
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Util.AddOnceClick(content.gameObject, function()
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if PlayerManager.familyId ~= 0 then
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PopupTipPanel.ShowTip("您已加入公会")
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return
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end
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--local _IsInFight = GuildFightManager.IsInGuildFight()
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--if _IsInFight then
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-- PopupTipPanel.ShowTip("公会战期间无法加入公会")
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-- return
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--end
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MsgPanel.ShowTwo(string.format("确认要加入 %s 公会吗", chat.gName),nil, function()
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if PlayerManager.level < chat.gLimitLv then
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PopupTipPanel.ShowTip("不符合该公会限制条件")
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return
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end
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if chat.joinType == GUILD_JOIN_TYPE.NO_LIMIT then
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GuildManager.RequestJoinGuild(chat.gId, function ()
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-- 关闭当前界面
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if this._JumpType == 1 then
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this:ClosePanel()
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UIManager.OpenPanel(UIName.MainPanel)
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else
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this:ClosePanel()
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end
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-- 打开公会主城
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UIManager.OpenPanel(UIName.GuildMainCityPanel)
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PopupTipPanel.ShowTip("成功加入公会")
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end)
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elseif chat.joinType == GUILD_JOIN_TYPE.LIMIT then
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GuildManager.RequestApplyManyGuilds({chat.gId}, function()
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PopupTipPanel.ShowTip("申请发送成功")
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end)
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elseif chat.joinType == GUILD_JOIN_TYPE.FORBID then
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PopupTipPanel.ShowTip("公会禁止加入")
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end
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end)
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end)
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end
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elseif this._CurChannel == CHAT_CHANNEL.FAMILY then
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local chat = ChatManager.AnalysisGlobalChat(data.msg)
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contentStr = chat.content
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if chat.type == GLOBAL_CHAT_TYPE.COMMON then
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Util.AddOnceClick(content.gameObject, function() end)
|
||
elseif chat.type == GLOBAL_CHAT_TYPE.GUILD_REDPACKET then
|
||
contentStr=chat.content
|
||
elseif chat.type == GLOBAL_CHAT_TYPE.GUILD_AID then
|
||
Util.AddOnceClick(content.gameObject, function()
|
||
JumpManager.GoJump(72001)
|
||
end)
|
||
end
|
||
else
|
||
contentStr = data.msg
|
||
end
|
||
|
||
|
||
-- 基础信息
|
||
content.text = contentStr
|
||
if data.senderId == PlayerManager.uid then
|
||
lv.text = PlayerManager.level
|
||
name.text = PlayerManager.nickName
|
||
head.sprite = GetPlayerHeadSprite(PlayerManager.head)
|
||
headKuang.sprite = GetPlayerHeadFrameSprite(PlayerManager.frame)
|
||
else
|
||
lv.text = data.senderlevel
|
||
name.text = data.senderName
|
||
head.sprite = GetPlayerHeadSprite(data.head)
|
||
headKuang.sprite = GetPlayerHeadFrameSprite(data.frame)
|
||
end
|
||
|
||
-- 头像添加点击事件
|
||
Util.AddOnceClick(head.gameObject, function()
|
||
-- 自己不做任何操作
|
||
if data.senderId ~= PlayerManager.uid then
|
||
this.playerFriend:SetActive(true)
|
||
for i,v in pairs(GoodFriendManager.friendAllData) do
|
||
if(i==data.senderId and v~=nil) then
|
||
this.playerFriend:SetActive(false)
|
||
end
|
||
end
|
||
--this.ShowPlayerInfo(node, data)
|
||
UIManager.OpenPanel(UIName.PlayerInfoPopup,data.senderId)
|
||
end
|
||
end)
|
||
|
||
zw:SetActive(false)
|
||
end
|
||
|
||
--- 显示玩家信息
|
||
function this.ShowPlayerInfo(node, data)
|
||
-- 显示
|
||
this.playerInfo:SetActive(true)
|
||
-- 设置位置
|
||
local v2 = RectTransformUtility.WorldToScreenPoint(UIManager.camera, node.transform.position)
|
||
this.playerBg.transform.localPosition = Vector3(v2.x + 200, v2.y, 0)
|
||
-- 设置内容
|
||
this.playerLv.text = data.senderlevel
|
||
this.playerName.text = data.senderName
|
||
this.playerPower.text = data.soulVal
|
||
this.playerHead.sprite = GetPlayerHeadSprite(data.head)
|
||
this.playerHeadKuang.sprite = GetPlayerHeadFrameSprite(data.frame)
|
||
|
||
-- 邀请加入公会
|
||
Util.AddOnceClick(this.playerInvite, function()
|
||
PopupTipPanel.ShowTip("功能尚未开启,敬请期待!")
|
||
end)
|
||
|
||
-- 添加好友
|
||
Util.AddOnceClick(this.playerFriend, function()
|
||
GoodFriendManager.InviteFriendRequest(data.senderId, function()
|
||
PopupTipPanel.ShowTip("请求发送成功!")
|
||
this.playerInfo:SetActive(false)
|
||
end)
|
||
end)
|
||
end
|
||
|
||
return ChatPanel
|