243 lines
10 KiB
Lua
243 lines
10 KiB
Lua
----- 新副本主关卡弹窗 -----
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local this = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder = 0
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local fun
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local heroListGo = {}
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local fightLevelData = {}
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local liveNodes = {}
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local liveNames = {}
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local condition = {}
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local conditionGo = {}
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local HardStage = ConfigManager.GetConfig(ConfigName.HardStage)
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local HardStageCondition = ConfigManager.GetConfig(ConfigName.HardStageCondition)
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local MonsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
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local starListEffect = {}
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.titleText = Util.GetGameObject(gameObject, "TitleText"):GetComponent("Text")
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this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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this.sureBtn = Util.GetGameObject(gameObject, "sureBtn")
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this.sureBtnText = Util.GetGameObject(gameObject, "sureBtn/Text"):GetComponent("Text")
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--滚动条根节点
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heroListGo = {}
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for i = 1, 6 do
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heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg" .. i .. "/Hero" .. i)
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end
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starListEffect = {}
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conditionGo = {}
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for i = 1, 3 do
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conditionGo[i] = Util.GetGameObject(gameObject, "Root/item (" .. i .. ")")
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starListEffect[i] = Util.GetGameObject(gameObject, "isFirst/Fx_star_looping (" .. i .. ")")
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end
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this.Root = Util.GetGameObject(gameObject, "Root")
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this.backBtn = Util.GetGameObject(gameObject, "BackBtn")
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this.BackBattleBtn = Util.GetGameObject(gameObject, "BackBattleBtn")
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this.rewardBtn = Util.GetGameObject(gameObject, "rewardBtn")
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this.isFirstEffect = Util.GetGameObject(gameObject, "isFirst")
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end
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function this:BindEvent()
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Util.AddClick(this.sureBtn, function()
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.FIGHTLEVEL, fightLevelData)
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end)
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Util.AddClick(this.backBtn, function()
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parent:ClosePanel()
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if fun then
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fun()
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fun = nil
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end
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end)
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Util.AddClick(this.BackBattleBtn, function()
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FightLevelManager.HardStageReportRequset(fightLevelData, function()
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UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup, FIGHTLEVEL_POPUP_TYPE.MainLevel, fightLevelData)
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end)
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end)
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Util.AddClick(this.rewardBtn, function()
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UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup, FIGHTLEVEL_POPUP_TYPE.MainLevelReward, fightLevelData,
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function()
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UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup, FIGHTLEVEL_POPUP_TYPE.MainLevel,
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fightLevelData)
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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.FightLevel.MainLevelInfoRefresh, this.MainLevelInfoRefresh)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.FightLevel.MainLevelInfoRefresh, this.MainLevelInfoRefresh)
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end
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function this:OnShow(_parent, ...)
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parent = _parent
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sortingOrder = _parent.sortingOrder
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-- LogYellow("sortingOrder "..sortingOrder)
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = { ... }
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fightLevelData = args[1]
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--条件组数据
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condition = fightLevelData.config.ConditionValue or {}
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this:FormationAdapter()
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this:ShoeCondition()
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end
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function this.MainLevelInfoRefresh()
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if fightLevelData then
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local curChapterData = FightLevelManager.GetChapterData(fightLevelData.config.Chapter)
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if curChapterData then
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fightLevelData = curChapterData.node[fightLevelData.config.Id]
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--条件组数据
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condition = fightLevelData.config.ConditionValue or {}
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this:FormationAdapter()
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this:ShoeCondition()
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end
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else
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parent:ClosePanel()
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end
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end
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function this:ShoeCondition()
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this.isFirstEffect:SetActive(fightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i = 1, #starListEffect do
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-- Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], sortingOrder + 1)
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end
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end
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for i = 1, math.max(#condition, #conditionGo) do
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local go = conditionGo[i]
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if not go then
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go = newObject(this.conditionGo[1])
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go.transform:SetParent(this.Root.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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conditionGo[i] = go
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end
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go.gameObject:SetActive(false)
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end
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for i, v in pairs(condition) do
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conditionGo[i]:SetActive(true)
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local noStarImage = Util.GetGameObject(conditionGo[i], "noStarImage")
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local getStarImage = Util.GetGameObject(conditionGo[i], "getStarImage")
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noStarImage:SetActive(not FightLevelManager.GetCurLevelStarState(fightLevelData.state, i))
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getStarImage:SetActive(FightLevelManager.GetCurLevelStarState(fightLevelData.state, i))
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Util.GetGameObject(conditionGo[i], "Text"):GetComponent("Text").text = i
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Util.GetGameObject(conditionGo[i], "infolText"):GetComponent("Text").text = GetLanguageStrById(
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HardStageCondition[v].Describe)
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end
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end
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-- 编队数据匹配
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function this:FormationAdapter()
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this.titleText.text = Language[10805]
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this.sureBtnText.text = Language[10340]
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this.power.text = fightLevelData.config.RecommendFightAbility
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for i = 1, #heroListGo do
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heroListGo[i]:SetActive(false)
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end
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local MonsterGroup = ConfigManager.GetConfigData(ConfigName.MonsterGroup, fightLevelData.config.MonsterGroup)
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if MonsterGroup and MonsterGroup.Contents and MonsterGroup.Contents[1] and #MonsterGroup.Contents[1] > 0 then
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for i = 1, #heroListGo do
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if MonsterGroup.Contents[1][i] and MonsterGroup.Contents[1][i] > 0 then
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local pos = i
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-- LogYellow("MonsterGroup.Contents[1][i] "..MonsterGroup.Contents[1][i])
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this.SetCardSingleData(heroListGo[pos], MonsterGroup.Contents[1][i], pos)
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heroListGo[pos]:SetActive(true)
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end
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end
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end
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end
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function this:OnSortingOrderChange(_sortingOrder)
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for i = 1, #heroListGo do
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-- Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(heroListGo[i], _sortingOrder + 1)
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end
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if starListEffect and #starListEffect > 0 then
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for i = 1, #starListEffect do
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-- Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], _sortingOrder + 1)
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end
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sortingOrder = _sortingOrder
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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, monsterId, _pos)
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local curMonsterConfig = MonsterConfig[monsterId]
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o.transform.parent:GetComponent("Image").sprite = this.spLoader:LoadSprite("t_chengyuankuang_kuang")
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,
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curMonsterConfig.MonsterId)
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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 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 nameParent = Util.GetGameObject(o, "Name") -- 用于解决本地化问题
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local name = Util.GetGameObject(nameParent, "Text"):GetComponent("Text")
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local yuanImage = Util.GetGameObject(o, "yuanImage")
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Util.GetGameObject(o, "hpProgress"):SetActive(false)
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local rage = Util.GetGameObject(o, "rageProgress/rage"):GetComponent("Image")
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local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
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live.transform.rotation = Vector3.New(0, 0, 0)
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local liveName = GetResourcePath(heroConfig.Live)
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local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, 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 + 6, 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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if heroConfig.Toward == 2 then
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SetHEeroLiveToward(live, 1)
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end
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local zs = Util.GetGameObject(o, "zs")
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local zsName = GetHeroCardStarZs[curMonsterConfig.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)
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zs:GetComponent("Image").sprite = this.spLoader:LoadSprite(zsName)
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end
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yuanImage:SetActive(false)
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lv.text = curMonsterConfig.Level
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bg.sprite = this.spLoader:LoadSprite(GetHeroCardStarBg[curMonsterConfig.Star])
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fg.sprite = this.spLoader:LoadSprite(GetHeroCardStarFg[curMonsterConfig.Star])
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pro.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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SetCardStars(starGrid, curMonsterConfig.Star)
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if curMonsterConfig.Star > 9 then
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Util.GetGameObject(o, "UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
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else
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Util.GetGameObject(o, "UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
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end
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SetHeroFormationFlyEffect(o, this.spLoader, Util.GetGameObject(o, "UI_Effect_jinkuang_KaPai"), curMonsterConfig.Star,
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sortingOrder)
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name.text = GetLanguageStrById(heroConfig.ReadingName)
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--SetTextVerTial(name.gameObject, Vector3.New(35, -7.45, 0), nil, nil, 8)
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end
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function this:OnClose()
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for i, v in pairs(liveNodes) do
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if v then
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poolManager:UnLoadLive(liveNames[i], v)
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liveNames[i] = 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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this.spLoader:Destroy()
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heroListGo = {}
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end
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return this
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