miduo_client/Assets/ManagedResources/~Lua/Modules/Resolve/ResolvePanel.lua

286 lines
11 KiB
Lua

---献祭坛主面板---
require("Base/BasePanel")
ResolvePanel = Inherit(BasePanel)
local this = ResolvePanel
local isSha = false --筛选按钮状态
--Tab
local TabBox = require("Modules/Common/TabBox")
local _TabData = {
[1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12612] },
-- [2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "神将归元" },
-- [3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "法宝归元" },
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12377] },
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12613] },
[4] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12614] },
}
--local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
-- select = Color.New(154 / 255, 78 / 255, 36 / 255, 1)}
local _TabFontColor = TabColor()
--子模块脚本
this.contents = {
--献祭
[1] = { view = require("Modules/Resolve/View/Resolve_Dismantle"), panelName = "Resolve_Dismantle" },
--回溯
-- [2] = {view = require("Modules/Resolve/View/Resolve_Recall"), panelName = "Resolve_Recall"},
--法宝归元
-- [3] = {view = require("Modules/Resolve/View/Resolve_Talisman"), panelName = "Resolve_Talisman"},
--宝物分解
[2] = { view = require("Modules/Resolve/View/Resolve_EquipTreasure"), panelName = "Resolve_EquipTreasure" },
--放生灵兽
[3] = { view = require("Modules/Resolve/View/Resolve_Pokemon"), panelName = "Resolve_Pokemon" },
[4] = { view = require("Modules/Resolve/View/Resolve_GodWeapon"), panelName = "Resolve_GodWeapon" },
}
--子模块预设
this.prefabs = {}
--上一子模块索引
local curIndex = 0
--Title资源名
local titleImageName = { "gongsong_zh", "h_xianji_fenjie_zh", "lingshou_lingshoufangshengzi_zh",
"GodWeaponAtlas_fenjie_title_zh" } --,"guiyuan_zh","h_guiyuan_zi_zh"
local bgImageName = { "h_xianji_ditu", "h_xianji_fenjieditu", "lingshou_lingshoubeijing_03" } --,"h_huisu_ditu","h_xianji_guiyuanditu"
local heroEndBtns = {}
local tabSortType
function ResolvePanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.panel = Util.GetGameObject(self.gameObject, "Panel")
this.bgIma = Util.GetGameObject(self.gameObject, "Bg"):GetComponent("Image")
this.title = Util.GetGameObject(self.gameObject, "Title"):GetComponent("Text")
this.backBtn = Util.GetGameObject(this.panel, "BackBtn")
this.content = Util.GetGameObject(this.panel, "Content")
this.itemListRoot = Util.GetGameObject(this.panel, "ItemListRoot")
this.shaiBtn = Util.GetGameObject(this.panel, "leftUp/shaiBtn")
this.shaiBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_shaixuan_zh")
this.btnHeroGrid = Util.GetGameObject(this.panel, "endTabs/btnHeroGrid")
this.endTabs = Util.GetGameObject(this.panel, "endTabs")
this.endTabs:SetActive(false)
--预设赋值
for i = 1, #this.contents do
this.prefabs[i] = Util.GetGameObject(this.panel, this.contents[i].panelName)
end
this.selectHeroBtn = Util.GetGameObject(this.panel, "endTabs/selectBtn")
for i = 1, 5 do
heroEndBtns[i] = Util.GetGameObject(this.panel, "endTabs/btnHeroGrid/btnHeroGrid/Btn" .. i - 1)
Util.GetGameObject(heroEndBtns[i], "Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(PropertyIcon
[i - 1])
end
for i = 1, #this.contents do
this.contents[i].view:InitComponent(this.panel)
end
end
function ResolvePanel:BindEvent()
for i = 1, #this.contents do
this.contents[i].view:BindEvent()
end
--返回按钮
Util.AddClick(this.backBtn, function()
if isSha then
isSha = not isSha
this.RewardGridGoMov(isSha, function()
self:ClosePanel()
end)
else
self:ClosePanel()
end
end)
Util.AddClick(this.shaiBtn, function()
isSha = not isSha
this.RewardGridGoMov(isSha)
end)
for i = 1, 6 do
Util.AddClick(heroEndBtns[i], function()
print(Language[12615] .. tabSortType)
if tabSortType == i - 1 then
tabSortType = 0
this.contents[curIndex].view.SortTypeClick(this.sortingOrder, 0) --全部
this.EndTabBtnSelect()
else
tabSortType = i - 1
this.contents[curIndex].view.SortTypeClick(this.sortingOrder, i - 1)
this.EndTabBtnSelect(heroEndBtns[i])
end
PlayerManager.now_index = tabSortType
print(Language[12616] .. tabSortType)
end)
end
end
function ResolvePanel:AddListener()
for i = 1, #this.contents do
this.contents[i].view:AddListener()
end
end
function ResolvePanel:RemoveListener()
for i = 1, #this.contents do
this.contents[i].view:RemoveListener()
end
end
function ResolvePanel:OnSortingOrderChange()
this.sortingOrder = self.sortingOrder
end
function ResolvePanel:OnOpen(...)
local args = { ... }
if args[1] then
curIndex = args[1]
else
curIndex = 1
end
tabSortType = 0
this.EndTabBtnSelect()
end
function ResolvePanel:OnShow()
this.upView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft })
this.tabBox = Util.GetGameObject(this.panel, "TabBox")
this.TabCtrl = TabBox.New()
this.TabCtrl:SetTabAdapter(this.TabAdapter)
this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
this.TabCtrl:Init(this.tabBox, _TabData, curIndex)
end
function ResolvePanel:OnClose()
SubUIManager.Close(this.upView)
for i = 1, #this.contents do
this.contents[i].view:OnClose()
end
this.RewardGridGoMov(false)
PlayerManager.now_index = 0
this.EndTabBtnSelect()
end
function ResolvePanel:OnDestroy()
this.spLoader:Destroy()
for i = 1, #this.contents do
this.contents[i].view:OnDestroy()
end
end
--切换视图
function this.SwitchView(index, isNotTop, isNotAni)
--先执行上一面板关闭逻辑
local oldSelect
oldSelect, curIndex = curIndex, index
if oldSelect ~= curIndex then
-- body
this.RewardGridGoMov(false)
isSha = false
PlayerManager.now_index = 0
end
for i = 1, #this.contents do
if oldSelect ~= 0 then
this.contents[oldSelect].view:OnClose()
break
end
end
--切换预设显隐
for i = 1, #this.prefabs do
this.prefabs[i].gameObject:SetActive(i == index) --切换子模块预设显隐
end
--区分显示
this.shaiBtn:SetActive(true)
if index == 1 then
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeartFireStone })
this.bgIma.sprite = this.spLoader:LoadSprite(bgImageName[1])
-- elseif index==2 then
-- this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
-- this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[2])
-- this.title.sprite=this.spLoader:LoadSprite(titleImageName[2])
-- elseif index==3 then
-- this.upView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn})
-- this.bgIma.sprite=this.spLoader:LoadSprite(bgImageName[3])
-- this.title.sprite=this.spLoader:LoadSprite(titleImageName[3])
elseif index == 2 then
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn })
this.bgIma.sprite = this.spLoader:LoadSprite(bgImageName[2])
--this.title.sprite=this.spLoader:LoadSprite(titleImageName[2])
elseif index == 3 then
this.shaiBtn:SetActive(false)
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn })
this.bgIma.sprite = this.spLoader:LoadSprite(bgImageName[3])
--this.title.sprite=this.spLoader:LoadSprite(titleImageName[3])
elseif index == 4 then
this.shaiBtn:SetActive(false)
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.HeroReturn })
this.bgIma.sprite = this.spLoader:LoadSprite(bgImageName[3])
--this.title.sprite=this.spLoader:LoadSprite(titleImageName[4])
end
--this.title:SetNativeSize()
this.title.text = _TabData[index].name
--执行子模块初始化
this.contents[index].view:OnShow(this.sortingOrder, this.itemListRoot, isNotTop, isNotAni)
--刷新选择按钮
tabSortType = 0
this.EndTabBtnSelect(heroEndBtns[PlayerManager.now_index + 1])
end
-- tab节点显示自定义
function this.TabAdapter(tab, index, status)
local tabLab = Util.GetGameObject(tab, "Text")
Util.GetGameObject(tab, "Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabData[index][status])
tabLab:GetComponent("Text").text = GetCurLanguage() ~= 2 and _TabData[index].name or
"<size=30>" .. _TabData[index].name .. "</size>"
tabLab:GetComponent("Text").color = _TabFontColor[status]
this.SetBottomBarIsActive(tab, index)
end
--特殊的开启条件
function this.SetBottomBarIsActive(tab, index)
local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
if index == 2 then
local string = ConfigData[40].Value
local num = string.split(string.split(string, "|")[1], "#")[2]
tab:SetActive(PlayerManager.level >= tonumber(num))
elseif index == 3 then
tab.gameObject:SetActive(ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.POKEMON))
end
end
function this.RewardGridGoMov(isSha, fun)
this.shaiBtn:GetComponent("Button").enabled = false
if isSha then
this.endTabs:SetActive(true)
--this.btnHeroGrid.transform:DOAnchorPosY(-670, 0.5, false)
this.endTabs.transform:DOAnchorPosY(200.62, 0.5, false):OnComplete(function()
this.shaiBtn:GetComponent("Button").enabled = true
if fun then
fun()
end
end)
else
--this.btnHeroGrid.transform:DOAnchorPosY(-766, 0.5, false)
this.endTabs.transform:DOAnchorPosY(-38.64, 0.5, false):OnComplete(function()
this.shaiBtn:GetComponent("Button").enabled = true
this.endTabs:SetActive(false)
if fun then
fun()
end
end)
end
end
--下部页签排序
function this.EndTabBtnSelect(_btn)
-- this.selectHeroBtn:SetActive(tabSortType > 0)
if _btn then
this.selectHeroBtn.transform:SetParent(_btn.transform)
this.selectHeroBtn.transform.localScale = Vector3.one
this.selectHeroBtn.transform.localPosition = Vector3.New(0.8, -1.3, 0)
else
this.selectHeroBtn.transform:SetParent(heroEndBtns[1].transform)
this.selectHeroBtn.transform.localScale = Vector3.one
this.selectHeroBtn.transform.localPosition = Vector3.New(0.8, -1.3, 0)
end
end
return ResolvePanel