868 lines
34 KiB
Lua
868 lines
34 KiB
Lua
require("Base/BasePanel")
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FormationPanelV2 = Inherit(BasePanel)
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local this = FormationPanelV2
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local elementalResonanceConfig = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
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local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
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local orginLayer
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local curFormation --打开面板编队信息
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this.choosedList={}--选择上阵列表 临时数据
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this.curFormationIndex = 1 --当前编队索引
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this.trigger={}
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local bgListGo={} --上阵背景预设
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local heroListGo = {}--英雄上阵预设列表
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local maskListGo={} --上阵遮罩
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local dragViewListGo={}--dragView预设列表
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local effectList = {}--特效列表
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local tabs = {}--筛选按钮
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local proId=0--0 全部 1 火 2风 3 水 4 地
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local limitLevel = 0--猎妖师等级限制
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local sortType = 1 -- 1:品阶 2:等级
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this.order=0
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local chooseIndex=0
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local chooseHeroObj --当前选中英雄
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this.formationPower = 0--战力
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local oldPowerNum = 0 --旧战力
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local tempPowerNum=0 --临时战力
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-- local liveNodes={}--立绘容器
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-- local liveNames={}--立绘名容器
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-- 各个类型编队系统逻辑列表
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this.PanelOptionView = {
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[FORMATION_TYPE.CARBON] = "Modules/Formation/View/CarbonFormation",
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[FORMATION_TYPE.STORY] = "Modules/Formation/View/StoryFormation",
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[FORMATION_TYPE.MAIN] = "Modules/Formation/View/MainFormation",
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[FORMATION_TYPE.ARENA_DEFEND] = "Modules/Formation/View/ArenaDefendFormation",
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[FORMATION_TYPE.ARENA_ATTACK] = "Modules/Formation/View/ArenaAttackFormation",
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[FORMATION_TYPE.ARENA_TOP_MATCH] = "Modules/Formation/View/ArenaTopMatchFormation",
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[FORMATION_TYPE.ADVENTURE] = "Modules/Formation/View/AdventureFormation",
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[FORMATION_TYPE.ADVENTURE_BOSS] = "Modules/Formation/View/AdventureBossFormation",
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[FORMATION_TYPE.ELITE_MONSTER] = "Modules/Formation/View/EliteMonsterFormation",
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[FORMATION_TYPE.GUILD_DEFEND] = "Modules/Formation/View/GuildFightDefendFormation",
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[FORMATION_TYPE.GUILD_ATTACK] = "Modules/Formation/View/GuildFightAttackFormation",
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[FORMATION_TYPE.GUILD_BOSS] = "Modules/Formation/View/GuildBossFormation",
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[FORMATION_TYPE.MONSTER_CAMP] = "Modules/Formation/View/MonsterCampFormation",
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[FORMATION_TYPE.BLOODY_BATTLE] = "Modules/Formation/View/FormFightFormation",
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[FORMATION_TYPE.PLAY] = "Modules/Formation/View/PlayWithSBFormation",
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[FORMATION_TYPE.EXPEDITION] = "Modules/Formation/View/ExpeditionFormation",
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[FORMATION_TYPE.SAVE_FORMATION]="Modules/Formation/View/SaveFormation",
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[FORMATION_TYPE.GUILD_CAR_DELEAY]="Modules/Formation/View/GuildCarDeleayFormation",
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[FORMATION_TYPE.GUILD_DEATHPOS]="Modules/Formation/View/GuildDeathPosFormation",
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[FORMATION_TYPE.XUANYUAN_MIRROR]="Modules/Formation/View/XuanYuanMirrorFormation",
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}
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function this:InitComponent()
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orginLayer=0
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform, { showType = UpViewOpenType.ShowLeft })
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this.bg = Util.GetGameObject(this.gameObject, "Bg")
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this.backBtn = Util.GetGameObject(this.gameObject, "BackBtn")
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this.exampleBtn=Util.GetGameObject(this.gameObject,"ExampleBtn")
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this.effect = Util.GetGameObject(this.gameObject, "effect")
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this.power = Util.GetGameObject(this.gameObject, "Power/Value"):GetComponent("Text")
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this.root=Util.GetGameObject(this.gameObject,"Root")
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this.roleGrid=Util.GetGameObject(this.gameObject,"RoleGrid")
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this.line=Util.GetGameObject(this.gameObject,"RoleGrid/Line")
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for i = 1, 6 do
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bgListGo[i]=Util.GetGameObject(this.gameObject,"RoleGrid/Bg"..i)
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heroListGo[i] = Util.GetGameObject(this.gameObject,"RoleGrid/Bg"..i.."/Hero"..i)
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maskListGo[i]=Util.GetGameObject(this.gameObject,"RoleGrid/Mask"..i)
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if not dragViewListGo[i] then
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dragViewListGo[i] = SubUIManager.Open(SubUIConfig.DragView, bgListGo[i].transform)
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end
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dragViewListGo[i].gameObject.name="DragView"..i
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dragViewListGo[i].gameObject:SetActive(false)
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dragViewListGo[i]:SetScrollMouse(false)
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this.trigger[i]=Util.GetEventTriggerListener(dragViewListGo[i].gameObject)
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this.trigger[i].onPointerDown= this.trigger[i].onPointerDown+this.OnPointerDown
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this.trigger[i].onPointerUp= this.trigger[i].onPointerUp+this.OnPointerUp
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this.trigger[i].onEndDrag= this.trigger[i].onEndDrag+this.OnEndDrag
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this.trigger[i].onDrag=this.trigger[i].onDrag+this.OnDrag
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dragViewListGo[i]:SetDragGO(heroListGo[i])
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end
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--滚动条
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this.heroPre = Util.GetGameObject(this.gameObject, "Scroll/HeroPre")
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this.empty=Util.GetGameObject(this.gameObject,"Scroll/Empty")
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this.scroll = Util.GetGameObject(this.gameObject, "Scroll")
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this.scrollBar = Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,
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this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(40, 30))
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this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
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this.scrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
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this.scrollView.moveTween.MomentumAmount = 1
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this.scrollView.moveTween.Strength = 2
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--筛选按钮
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for i = 0, 4 do
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tabs[i] = Util.GetGameObject(this.gameObject, "Tabs/Grid/Btn" .. i)
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end
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this.selectBtn = Util.GetGameObject(this.gameObject, "Tabs/SelectBtn")
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--副本扫荡
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this.mopUpGo = Util.GetGameObject(self.transform, "root/showMopUp")
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this.btnMpoUpBack = Util.GetGameObject(self.transform, "showMopUp/bg/btnBack")
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this.Slider = Util.GetGameObject(self.transform, "showMopUp/bg/Slider")
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this.numText = Util.GetGameObject(self.transform, "showMopUp/bg/Slider/numText"):GetComponent("Text")
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this.btnMpoUpSure = Util.GetGameObject(self.transform, "showMopUp/bg/btnSure")
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this.buyGoNumTex = Util.GetGameObject(self.transform, "showMopUp/bg/buyGo/numText"):GetComponent("Text")
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-- 购买次数
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this.btnBuyCount = Util.GetGameObject(self.transform, "showMopUp/bg/buyGo/addBtn/GameObject")
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-- 底部panel
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this.bottom = Util.GetGameObject(self.gameObject, "bottom")
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-- 获取按钮
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this.btn_1 = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_1")
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this.btn_1_lab = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_1/btnLab"):GetComponent("Text")
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this.btn_2 = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_2")
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this.btn_2_lab = Util.GetGameObject(self.gameObject, "bottom/btnbox/btn_2/btnLab"):GetComponent("Text")
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-- tip
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this.mobTip = Util.GetGameObject(self.gameObject, "bottom/mobtip")
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this.costTip = Util.GetGameObject(self.gameObject, "bottom/costtip")
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this.failText = Util.GetGameObject(self.gameObject, "bottom/costtip/fail")
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-- 精英副本扫荡提示
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this.eliteTip = Util.GetGameObject(self.gameObject, "bottom/eliTip")
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this.eliteNumNeed = Util.GetGameObject(this.eliteTip, "condition"):GetComponent("Text")
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-- 跳过战斗
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this.passBattle0 = Util.GetGameObject(self.transform, "bottom/passBattle0")
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this.passBattle1 = Util.GetGameObject(self.transform, "bottom/passBattle1")
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-- 上阵等级提示
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this.formTip = Util.GetGameObject(self.transform, "bottom/formTip")
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-- 上阵元素提示
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this.tip = Util.GetGameObject(self.transform, "bottom/tip")
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this.tip.gameObject:SetActive(false)
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this.mopUpGo.transform:SetParent(self.gameObject.transform)
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this.mopUpGo:SetActive(false)
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--元素共鸣
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this.ElementalResonanceView = SubUIManager.Open(SubUIConfig.ElementalResonanceView, this.gameObject.transform)
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end
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function this:BindEvent()
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--返回按钮
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Util.AddClick(this.backBtn, function()
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this:ClosePanel()
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end)
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--筛选按钮
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for i = 0, 4 do
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Util.AddClick(tabs[i], function()
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if i == proId then
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proId=ProIdConst.All
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else
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proId=i
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end
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this.OnClickTabBtn(proId)
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end)
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end
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--推荐阵容
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Util.AddClick(this.exampleBtn,function()
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UIManager.OpenPanel(UIName.FormationExamplePopup)
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end)
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--通用逻辑调用
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Util.AddClick(this.btn_1, function()
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if this.opView and this.opView.On_Btn1_Click then
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this.opView.On_Btn1_Click(this.curFormationIndex)
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end
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end)
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Util.AddClick(this.btn_2, function()
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if this.opView and this.opView.On_Btn2_Click then
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this.opView.On_Btn2_Click(this.curFormationIndex)
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end
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end)
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end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower)
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end
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function this:OnSortingOrderChange()
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-- 设置特效
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Util.AddParticleSortLayer(this.effect, self.sortingOrder - orginLayer)
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orginLayer = self.sortingOrder
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end
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function this:OnOpen(_panelType,...)
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this.selectBtn:SetActive(false)
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this.passBattle0:SetActive(false)
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this.passBattle1:SetActive(false)
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this.btn_1:SetActive(false)
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this.btn_1:GetComponent("Button").enabled = true
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Util.SetColor(this.btn_1, Color.New(1, 1, 1, 1))
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this.btn_2:SetActive(false)
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this.mobTip:SetActive(false)
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this.costTip:SetActive(false)
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this.eliteTip:SetActive(false)
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this.failText:SetActive(false)
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this.formTip:SetActive(false)
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this.empty:SetActive(false)
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this.opView = require(this.PanelOptionView[_panelType])
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this.opView.Init(this, ...)
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this.curFormationIndex = this.opView.GetFormationIndex()
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FormationManager.currentFormationIndex = this.opView.GetFormationIndex()
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SoundManager.PlaySound(SoundConfig.Sound_BattleStart_01)
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end
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function this:OnShow()
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this.ElementalResonanceView:OnOpen({sortOrder=self.sortingOrder})
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this.SetDrawLevel()
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this.RefreshFormation()
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end
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function this:OnClose()
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tempPowerNum = 0
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proId=0--面板关闭时 重置筛选按钮为全部
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for i = 1, #this.choosedList do
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local pos=this.choosedList[i].position
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local o=heroListGo[pos]
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-- if liveNodes[o] then
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-- poolManager:UnLoadLive(liveNames[o], liveNodes[o])
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-- liveNames[o] = nil
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-- end
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end
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end
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function this:OnDestroy()
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SubUIManager.Close(this.UpView)
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SubUIManager.Close(this.ElementalResonanceView)
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dragViewListGo={}
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this.scrollView = nil
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end
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--刷新编队
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function this.RefreshFormation()
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proId=0
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EndLessMapManager.RrefreshFormation()
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--获取当前编队数据
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if this.curFormationIndex == FormationTypeDef.EXPEDITION then
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ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队
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end
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curFormation = FormationManager.GetFormationByID(this.curFormationIndex)
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--上阵列表赋值
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this.choosedList ={}
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for j = 1, #curFormation.teamHeroInfos do
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local teamInfo = curFormation.teamHeroInfos[j]
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table.insert(this.choosedList, {heroId =teamInfo.heroId,position=teamInfo.position})
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end
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this.order = #this.choosedList
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-- 妖灵师等级限制
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limitLevel = 0
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limitLevel = CarbonManager.difficulty == 4 and EndLessMapManager.limiteLevel or 0
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if this.curFormationIndex == FormationTypeDef.EXPEDITION then
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limitLevel = 20
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end
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--设置上阵英雄信息
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this.SetCardsData()
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--显示英雄列表
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this.OnClickTabBtn(proId)
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--战力
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this.RefreshPower()
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end
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--设置编队上阵英雄信息
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function this.SetCardsData()
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this.formationPower = 0--战力
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--元素共鸣
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this.ElementalResonanceView:GetElementalType(this.choosedList,1)
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this.ElementalResonanceView:SetPosition(1)
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this.InitArmPos()
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this.InitArmData()
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-- LogRed(#this.choosedList)
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--编队为0显示0战力
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if #this.choosedList<=0 then
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this.formationPower=0
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end
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this.power.text=this.formationPower
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--飘战力
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local newPowerNum = this.formationPower
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if tempPowerNum ~= newPowerNum and tempPowerNum ~= 0 then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = tempPowerNum,newValue = newPowerNum,pos=Vector3.New(-467,837.2),duration=0.7,isShowBg=false,isShowOldNum=false,pivot=Vector2.New(0,0.5)})
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end
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tempPowerNum = this.formationPower
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end
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-- 设置编队上阵位置显隐
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function this.InitArmPos()
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for i = 1, 6 do
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local mask =maskListGo[i]
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local info= heroListGo[i]
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local limitStr = Util.GetGameObject(mask, "lvLimit"):GetComponent("Text")
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local armNum = ActTimeCtrlManager.MaxArmyNum()--最大上阵人数
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local canOn = i<= armNum--能上阵
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limitStr.text = ActTimeCtrlManager.UnLockCondition(i)
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-- 显示解锁条件
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mask:SetActive(not canOn)
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if #this.choosedList==0 then
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info:SetActive(false)
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dragViewListGo[i].gameObject:SetActive(false)
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end
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-- 显示上阵的英雄
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local heroData
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for j = 1, #this.choosedList do
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if i== this.choosedList[j].position then
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heroData = HeroManager.GetSingleHeroData(this.choosedList[j].heroId)
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if not heroData then
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LogError("heroData is not exist! error Did:" .. this.choosedList[j].heroId)
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return
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end
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info:SetActive(true)
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dragViewListGo[i].gameObject:SetActive(true)
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break
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else
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info:SetActive(false)
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dragViewListGo[i].gameObject:SetActive(false)
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end
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end
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end
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end
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-- 设置编队上阵数据
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function this.InitArmData()
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--为每个英雄添加拖动组件
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for n = 1, #this.choosedList do
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(this.choosedList,this.choosedList[n].heroId)
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--已上阵操作
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local pos=this.choosedList[n].position
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-- LogBlue("源数据位置信息"..pos.." "..HeroManager.GetSingleHeroData(this.choosedList[n].heroId).id.." "..this.choosedList[n].position)
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local heroId = this.choosedList[n].heroId
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local heroData = HeroManager.GetSingleHeroData(heroId)
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--设置单个上阵英雄信息
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this.SetCardSingleData(heroListGo[pos],heroId,tonumber(pos), heroData)
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--战力计算
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this.CalculateAllHeroPower(heroData,allHeroTeamAddProVal)
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--英雄长按
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local heroClick=Util.GetGameObject(bgListGo[pos],"DragView"..pos)
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Util.AddLongPressClick(heroClick, function()
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UIManager.OpenPanel(UIName.RoleInfoPopup, heroData,false,this.choosedList)
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end, 0.5)
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end
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end
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--设置单个上阵英雄信息
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function this.SetCardSingleData(o, heroId, _pos, _heroData)
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local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
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local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
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-- local live=Util.GetGameObject(o,"Mask/Live")
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local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
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local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image")
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local starGrid=Util.GetGameObject(o,"StarGrid")
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local name=Util.GetGameObject(o,"Name/Text"):GetComponent("Text")
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-- local pos=Util.GetGameObject(o,"Pos"):GetComponent("Image")
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local yuanImage=Util.GetGameObject(o,"yuanImage")
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local hp = Util.GetGameObject(o,"hpProgress/hp"):GetComponent("Image")
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local hpPass = Util.GetGameObject(o,"hpProgress/hpPass"):GetComponent("Image")
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local rage = Util.GetGameObject(o,"rageProgress/rage"):GetComponent("Image")
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local heroData=HeroManager.GetSingleHeroData(heroId)
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local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
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local liveName = GetResourcePath(heroData.heroConfig.Live)
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local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroData.heroConfig.Id)
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local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
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live.transform.localScale = Vector3.one
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live.transform.localPosition = Vector3.zero
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local zs = Util.GetGameObject(o, "zs")
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local zsName = GetHeroCardStarZs[heroData.star]
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if zsName == "" then
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zs:SetActive(false)
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else
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zs:SetActive(true)
|
||
zs:GetComponent("Image").sprite = Util.LoadSprite(zsName)
|
||
end
|
||
|
||
yuanImage:SetActive(heroData.createtype == 1)
|
||
lv.text=heroData.lv
|
||
|
||
bg.sprite = Util.LoadSprite(GetBattleHeroCardStarBg[heroData.star])
|
||
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroData.star])
|
||
|
||
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||
SetCardStars(starGrid,heroData.star)
|
||
name.text=heroData.heroConfig.ReadingName
|
||
|
||
|
||
local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
|
||
hp.fillAmount = curHeroHpVal or 1
|
||
hpPass.fillAmount = curHeroHpVal or 1
|
||
rage.fillAmount = 0.5
|
||
|
||
-- pos.sprite=Util.LoadSprite("bd_bianhao".._pos)
|
||
--立绘(这里o只当区别索引用)
|
||
-- if liveNodes[o] then
|
||
-- poolManager:UnLoadLive(liveNames[o],liveNodes[o])
|
||
-- liveNames[o]= nil
|
||
-- end
|
||
-- local artData = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig, heroData.heroConfig.Live)
|
||
-- liveNames[o] = artData.Name
|
||
-- local _scale = roleConfig[heroData.heroConfig.Id].play_liveScale
|
||
-- local _pos = roleConfig[heroData.heroConfig.Id].offset
|
||
-- liveNodes[o] = poolManager:LoadLive(liveNames[o], live.transform, Vector3.one * _scale, Vector3.New(_pos[1],_pos[2],0))
|
||
-- -- liveNodes[o] = poolManager:LoadLive(liveNames[o], live.transform, Vector3.one * 0.25, Vector3.zero)
|
||
-- liveNodes[o]:GetComponent("SkeletonGraphic").raycastTarget=false
|
||
end
|
||
--战力计算
|
||
function this.CalculateAllHeroPower(curHeroData,allHeroTeamAddProVal)
|
||
local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
|
||
this.formationPower = this.formationPower + allEquipAddProVal[HeroProType.WarPower]
|
||
|
||
end
|
||
|
||
|
||
--点击筛选
|
||
function this.OnClickTabBtn(_proId)
|
||
local heros
|
||
this.selectBtn:SetActive(proId ==_proId)
|
||
this.selectBtn.transform:SetParent(tabs[_proId].transform)
|
||
this.selectBtn.transform:DOAnchorPos(Vector3.zero,0)
|
||
this.selectBtn.transform:DOScale(Vector3.one,0)
|
||
if this.curFormationIndex == FormationTypeDef.EXPEDITION then
|
||
if _proId == ProIdConst.All then
|
||
heros = HeroManager.GetAllHeroDatas(limitLevel)
|
||
heros = ExpeditionManager.GetAllHeroDatas(heros,limitLevel)
|
||
else
|
||
heros = HeroManager.GetHeroDataByProperty(_proId, limitLevel)
|
||
heros = ExpeditionManager.GetHeroDataByProperty(heros,_proId, limitLevel)
|
||
end
|
||
else
|
||
if _proId == ProIdConst.All then
|
||
heros = HeroManager.GetAllHeroDatas(limitLevel)
|
||
else
|
||
heros = HeroManager.GetHeroDataByProperty(_proId, limitLevel)
|
||
end
|
||
end
|
||
this.empty:SetActive(#heros<=0)
|
||
this.SetRoleList(heros)
|
||
end
|
||
|
||
|
||
|
||
--设置英雄列表数据
|
||
function this.SetRoleList(_roleDatas)
|
||
this.SortHeroDatas(_roleDatas)
|
||
-- local curFormation = FormationManager.formationList[this.curFormationIndex]
|
||
this.scrollView:SetData(_roleDatas, function(index, go)
|
||
this.SingleHeroDataShow(go, _roleDatas[index])
|
||
end)
|
||
end
|
||
--排序英雄数据
|
||
function this.SortHeroDatas(_heroDatas)
|
||
local choosed = {}
|
||
local dieHeros = {}
|
||
local curFormation = FormationManager.GetFormationByID(this.curFormationIndex)
|
||
for i = 1, #_heroDatas do
|
||
local heroHp = FormationManager.GetFormationHeroHp(this.curFormationIndex, _heroDatas[i].dynamicId)
|
||
if heroHp then
|
||
if heroHp <= 0 then
|
||
dieHeros[_heroDatas[i].dynamicId] = _heroDatas[i].dynamicId
|
||
end
|
||
end
|
||
end
|
||
for j = 1, #curFormation.teamHeroInfos do
|
||
local teamInfo = curFormation.teamHeroInfos[j]
|
||
choosed[teamInfo.heroId] = j
|
||
end
|
||
|
||
table.sort(_heroDatas, function(a, b)
|
||
if (choosed[a.dynamicId] and choosed[b.dynamicId]) or
|
||
(not choosed[a.dynamicId] and not choosed[b.dynamicId])
|
||
then
|
||
if (dieHeros[a.dynamicId] and dieHeros[b.dynamicId]) or
|
||
(not dieHeros[a.dynamicId] and not dieHeros[b.dynamicId])
|
||
then
|
||
if sortType == SortTypeConst.Natural then
|
||
if a.heroConfig.Natural == b.heroConfig.Natural then
|
||
if a.heroConfig.Quality == b.heroConfig.Quality then
|
||
if a.star == b.star then
|
||
if a.lv == b.lv then
|
||
if a.id == b.id then
|
||
return a.sortId > b.sortId
|
||
else
|
||
return a.id > b.id
|
||
end
|
||
else
|
||
return a.lv > b.lv
|
||
end
|
||
else
|
||
return a.star > b.star
|
||
end
|
||
else
|
||
return a.heroConfig.Quality > b.heroConfig.Quality
|
||
end
|
||
else
|
||
return a.heroConfig.Natural > b.heroConfig.Natural
|
||
end
|
||
else
|
||
if a.lv == b.lv then
|
||
if a.heroConfig.Quality == b.heroConfig.Quality then
|
||
if a.star == b.star then
|
||
if a.heroConfig.Natural == b.heroConfig.Natural then
|
||
if a.id == b.id then
|
||
return a.sortId > b.sortId
|
||
else
|
||
return a.id > b.id
|
||
end
|
||
else
|
||
return a.heroConfig.Natural > b.heroConfig.Natural
|
||
end
|
||
else
|
||
return a.star > b.star
|
||
end
|
||
else
|
||
return a.heroConfig.Quality > b.heroConfig.Quality
|
||
end
|
||
else
|
||
return a.lv > b.lv
|
||
end
|
||
end
|
||
else
|
||
return not dieHeros[a.dynamicId] and dieHeros[b.dynamicId]
|
||
end
|
||
else
|
||
return choosed[a.dynamicId] and not choosed[b.dynamicId]
|
||
end
|
||
end)
|
||
end
|
||
--设置每条英雄数据
|
||
function this.SingleHeroDataShow(_go, _heroData)
|
||
local go=_go
|
||
local heroData=_heroData
|
||
local frame=Util.GetGameObject(go,"frame"):GetComponent("Image")
|
||
local icon=Util.GetGameObject(go, "icon"):GetComponent("Image")
|
||
local lv= Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
|
||
local pro= Util.GetGameObject(go, "proIcon"):GetComponent("Image")
|
||
local starGrid = Util.GetGameObject(go, "star")
|
||
local yuanImage = Util.GetGameObject(go, "yuanImage")
|
||
local choosedObj = Util.GetGameObject(go, "choosed")
|
||
local hpExp = Util.GetGameObject(go, "hpExp")
|
||
frame.sprite=Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality))
|
||
icon.sprite=Util.LoadSprite(heroData.icon)
|
||
lv.text=heroData.lv
|
||
pro.sprite= Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||
SetHeroStars(starGrid, heroData.star)
|
||
--血量显示
|
||
local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
|
||
yuanImage:SetActive(heroData.createtype == 1)
|
||
if not curHeroHpVal then
|
||
Util.SetGray(go,false)
|
||
hpExp:SetActive(false)
|
||
else
|
||
hpExp:SetActive(true)
|
||
hpExp:GetComponent("Slider").value = curHeroHpVal
|
||
if curHeroHpVal <= 0 then
|
||
Util.SetGray(go,true)
|
||
else
|
||
Util.SetGray(go,false)
|
||
end
|
||
end
|
||
choosedObj:SetActive(false)
|
||
for i,v in pairs(this.choosedList) do
|
||
if(heroData.dynamicId==v.heroId) then
|
||
choosedObj:SetActive(true)
|
||
end
|
||
end
|
||
Util.AddOnceClick(go, function()
|
||
--已上阵取消勾选
|
||
if curHeroHpVal and curHeroHpVal <= 0 then
|
||
PopupTipPanel.ShowTip(Language[10691])
|
||
return
|
||
end
|
||
for k, v in ipairs(this.choosedList) do
|
||
if v.heroId == heroData.dynamicId then
|
||
choosedObj:SetActive(false)
|
||
this.order=this.order-1
|
||
-- LogGreen("当前下阵位置 "..v.position)
|
||
chooseIndex=v.position
|
||
table.remove(this.choosedList,k)
|
||
this.SetCardsData(this.choosedList)
|
||
return
|
||
end
|
||
end
|
||
|
||
-- 当前可选的最大上阵人数
|
||
local maxNum = ActTimeCtrlManager.MaxArmyNum()
|
||
if LengthOfTable(this.choosedList) >= maxNum then
|
||
PopupTipPanel.ShowTip(Language[10692])
|
||
return
|
||
end
|
||
|
||
--判断是否上阵相同猎妖师
|
||
for k, v in pairs(this.choosedList) do
|
||
if HeroManager.GetSingleHeroData(v.heroId).id == heroData.id then
|
||
PopupTipPanel.ShowTip(Language[10693])
|
||
return
|
||
end
|
||
end
|
||
-- 判断是否有血量
|
||
-- if heroHp and heroHp <= 0 then PopupTipPanel.ShowTip("猎妖师重伤,不可上阵!") return end
|
||
choosedObj:SetActive(true)
|
||
this.order=this.order+1
|
||
|
||
--自动计算位置 并赋值pos
|
||
if this.GetPos()==0 then
|
||
PopupTipPanel.ShowTip(Language[10692])
|
||
return
|
||
end
|
||
table.insert(this.choosedList, {heroId = heroData.dynamicId, position=this.GetPos()})
|
||
this.SetCardsData(this.choosedList)
|
||
end)
|
||
|
||
Util.AddLongPressClick(go, function()
|
||
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
|
||
end, 0.5)
|
||
end
|
||
|
||
--计算上阵空余位置 返回最小位置
|
||
function this.GetPos()
|
||
local data={}
|
||
for i = 1, 6 do
|
||
if heroListGo[i].gameObject.activeSelf then
|
||
table.insert(data,i,i)
|
||
end
|
||
end
|
||
for j = 1, 6 do
|
||
if data[j]==nil then
|
||
return j
|
||
end
|
||
if LengthOfTable(data) ==6 then
|
||
return 0
|
||
end
|
||
end
|
||
end
|
||
--计算上阵空余位置 返回所有位置列表
|
||
function this.GetPosList()
|
||
local data={}
|
||
for i = 1, 6 do
|
||
if heroListGo[i].gameObject.activeSelf then
|
||
table.insert(data,i,i)
|
||
end
|
||
end
|
||
local list={}
|
||
for j = 1, 6 do
|
||
if data[j]==nil then
|
||
table.insert(list,j)
|
||
end
|
||
end
|
||
return list
|
||
end
|
||
|
||
|
||
--拖拽
|
||
function this.OnPointerDown(Pointgo,data)--按下
|
||
local _j=tonumber(string.sub(Pointgo.transform.name,-1))
|
||
local heroObj=Util.GetTransform(Pointgo.transform.parent,"Hero".._j)
|
||
heroObj:DOScale(Vector3.one * 1.2, 0.15)
|
||
heroObj.transform:SetParent(this.root.transform)
|
||
heroObj:GetComponent("Image").raycastTarget = false
|
||
end
|
||
function this.OnPointerUp(Pointgo,data)--抬起
|
||
local _j=tonumber(string.sub(Pointgo.transform.name,-1))
|
||
Util.Peer(Pointgo.transform,"Pos").transform:SetAsFirstSibling()
|
||
local heroObj=Util.GetTransform(this.gameObject,"Hero".._j)
|
||
heroObj:DOScale(Vector3.one * 1, 0.15)
|
||
heroObj.transform:SetParent(bgListGo[_j].transform)
|
||
heroObj.transform:SetSiblingIndex(1)--SetAsFirstSibling()
|
||
heroObj:GetComponent("Image").raycastTarget = false
|
||
end
|
||
function this.OnEndDrag(Pointgo,data)--结束拖动
|
||
local _j=tonumber(string.sub(Pointgo.transform.name,-1))
|
||
local heroObj=Util.GetGameObject(this.gameObject,"Hero".._j)
|
||
if data.pointerEnter==nil then--防止拖到屏幕外
|
||
heroObj.transform:DOAnchorPos(Vector3.one,0)
|
||
heroObj.transform:SetParent(bgListGo[_j].transform)
|
||
heroObj.transform:SetSiblingIndex(1)
|
||
return
|
||
end
|
||
-- Log("<color=blue>被拖动名。。。</color><color=red>"..Pointgo.transform.name.."</color> ".." <color=blue>进入的UI名。。。</color><color=red>"..data.pointerEnter.gameObject.name.."</color>")
|
||
local _i=tonumber(string.sub(data.pointerEnter.gameObject.name,-1))
|
||
local nameIn=data.pointerEnter.gameObject.name --进入的UI名
|
||
local _num=string.sub(nameIn,5,-1)
|
||
local itemName="item".._num
|
||
|
||
local heroObj=Util.GetGameObject(this.gameObject,"Hero".._j)
|
||
heroObj:GetComponent("Image").raycastTarget = true
|
||
heroObj.transform:DOScale(Vector3.one * 1, 0.15)
|
||
heroObj.transform:DOAnchorPos(Vector3.one,0)
|
||
heroObj.transform:SetParent(bgListGo[_j].transform)
|
||
heroObj.transform:SetSiblingIndex(1)
|
||
|
||
if _i==nil then
|
||
_i=tonumber(string.sub(Pointgo.transform.name,-1))
|
||
end
|
||
if nameIn=="DragView".._i then --有人
|
||
-- Log("有人")
|
||
local curData
|
||
local tarData
|
||
for i, v in ipairs(this.choosedList) do
|
||
if _j==v.position then
|
||
curData=v.heroId
|
||
end
|
||
if _i==v.position then
|
||
tarData=v.heroId
|
||
end
|
||
end
|
||
for i, v in ipairs(this.choosedList) do
|
||
if _j==v.position then
|
||
this.choosedList[i].heroId=tarData
|
||
end
|
||
if _i==v.position then
|
||
this.choosedList[i].heroId=curData
|
||
end
|
||
end
|
||
elseif nameIn=="Bg".._i then --没人
|
||
-- Log("没人")
|
||
local did
|
||
for i, v in ipairs(this.choosedList) do
|
||
if _j==v.position then
|
||
did=v.heroId
|
||
table.remove(this.choosedList,i)
|
||
end
|
||
end
|
||
table.insert(this.choosedList, {heroId = did, position=_i})
|
||
elseif nameIn=="ScrollCycleView" or nameIn==itemName then
|
||
this.order=this.order-1
|
||
for i, v in ipairs(this.choosedList) do
|
||
if _j==v.position then
|
||
table.remove(this.choosedList,i)
|
||
dragViewListGo[_j].gameObject:SetActive(false)
|
||
break
|
||
end
|
||
end
|
||
end
|
||
this.line.gameObject:SetActive(false)
|
||
this.SetCardsData()
|
||
this.OnClickTabBtn(proId)
|
||
end
|
||
function this.OnDrag(Pointgo,data)--拖动中
|
||
if data.pointerEnter==nil then--拖到屏幕外
|
||
this.line.transform:SetParent(this.roleGrid.transform)
|
||
this.line.gameObject:SetActive(false)
|
||
return
|
||
end
|
||
local _i=tonumber(string.sub(data.pointerEnter.gameObject.name,-1))
|
||
if _i==nil then _i=0 end
|
||
local nameIn=data.pointerEnter.gameObject.name --进入的UI名
|
||
this.line:SetActive(nameIn=="DragView".._i or nameIn=="Bg".._i)
|
||
if nameIn=="DragView".._i then
|
||
this.line.transform:SetParent(bgListGo[_i].transform)
|
||
elseif nameIn=="Bg".._i then
|
||
this.line.transform:SetParent(bgListGo[_i].transform)
|
||
else
|
||
this.line.transform:SetParent(this.roleGrid.transform)
|
||
this.line.gameObject:SetActive(false)
|
||
end
|
||
this.line.transform:SetAsFirstSibling()
|
||
this.line.transform:DOAnchorPos(Vector3.one,0)
|
||
end
|
||
|
||
--战力刷新
|
||
function this.RefreshPower()
|
||
local newPowerNum = this.formationPower
|
||
if oldPowerNum ~= newPowerNum and oldPowerNum ~= 0 then
|
||
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
|
||
end
|
||
oldPowerNum = this.formationPower
|
||
-- this.power.text =this.formationPower
|
||
-- this.RefreshFormation()
|
||
end
|
||
|
||
-- 设置扫荡显示的层级
|
||
function this.SetDrawLevel()
|
||
local go = this.ElementalResonanceView.gameObject
|
||
local canvas = go:GetComponent("Canvas")
|
||
canvas.overrideSorting = false
|
||
end
|
||
|
||
--设置一键上阵
|
||
function this.SetOneKeyGo()
|
||
--获取需要上阵的位置
|
||
local posArr=this.GetPosList()
|
||
-- for i = 1, #posArr do
|
||
-- Log("可上阵位置索引"..posArr[i])
|
||
-- end
|
||
if #posArr==0 then
|
||
PopupTipPanel.ShowTip(Language[10692])
|
||
return
|
||
end
|
||
|
||
local heros = HeroManager.GetAllHeroDatas(limitLevel)
|
||
--按战力从大到小排序
|
||
table.sort(heros,function(a,b)
|
||
local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower]
|
||
local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower]
|
||
if aWarPower==bWarPower then
|
||
return a.id>b.id
|
||
else
|
||
return aWarPower>bWarPower
|
||
end
|
||
end)
|
||
--遍历英雄 去除已上阵英雄
|
||
-- for j = 1, #this.choosedList do
|
||
-- for k, v in ipairs(heros) do
|
||
-- if HeroManager.GetSingleHeroData(v.dynamicId).id== HeroManager.GetSingleHeroData(this.choosedList[j].heroId).id then
|
||
|
||
-- table.remove(heros,k)
|
||
-- break
|
||
-- end
|
||
-- end
|
||
-- end
|
||
-- if #heros == 0 then
|
||
-- return
|
||
-- end
|
||
--修改 upHeroSidTable 静态id 存储 有则跳过
|
||
local upHeroSidTable = {}
|
||
for j = 1, #this.choosedList do
|
||
local curSingleherodata = HeroManager.GetSingleHeroData(this.choosedList[j].heroId)
|
||
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
|
||
end
|
||
for k, v in ipairs(heros) do
|
||
local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId)
|
||
if not upHeroSidTable[curSingleherodata.id] then
|
||
-- LogGreen("this.choosedList "..#this.choosedList)
|
||
if #this.choosedList < 6 then
|
||
for n = 1, #posArr do
|
||
-- LogGreen("n posArr[n] "..n.." "..posArr[n])
|
||
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
|
||
table.insert(this.choosedList, {heroId = v.dynamicId, position=posArr[n]})
|
||
table.remove(posArr,n)
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
--缺几个空位 就上几个空位
|
||
-- for n = 1, #posArr do
|
||
-- table.insert(this.choosedList, {heroId = heros[n].dynamicId, position=posArr[n]})
|
||
-- end
|
||
this.order=this.order+#posArr
|
||
this.SetCardsData()
|
||
this.OnClickTabBtn(proId)
|
||
end
|
||
|
||
return FormationPanelV2 |