miduo_client/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionMainPanel.lua

640 lines
33 KiB
Lua

require("Base/BasePanel")
ExpeditionMainPanel = Inherit(BasePanel)
local this = ExpeditionMainPanel
local nodeGrid = {}
local nodeItemGrid = {}
local timer = Timer.New()
local npc = ""
local GetCurNodeInfo = {}--当前操作层数据
local SkeletonGraphic--动画组件
local isPlayerMove = false--是否在播放人物行走动画
local isAllHaveAttack = false--是否有状态不一致情况 说明不是失败过 就是未领取圣物状态
local nodeGoTable = {}
local timer2 = Timer.New()
local liveNodeList = {}
local targetPosGoAndData
local expeditionLeveTable = {
[1] = {numStr = "",nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"},
[2] = {numStr = "",nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"},
[3] = {numStr = "",nodDi1 = "d_danaotiangong_taizi_01",nodDi2 = "d_danaotiangong_xuanzhongguang_01"},
[4] = {numStr = "",nodDi1 = "d_danaotiangong_taizi_02",nodDi2 = "d_danaotiangong_xuanzhongguang_02"},
}
local layListGrid = {}
local cursortingOrder = 0
--初始化组件(用于子类重写)
function ExpeditionMainPanel:InitComponent()
cursortingOrder = 0
self.parent = Util.GetGameObject(self.gameObject, "parent")
self.gridMask = Util.GetGameObject(self.gameObject, "rect/grid/mask")
self.gridMaskImage = Util.GetGameObject(self.gameObject, "rect/grid/mask/Image"):GetComponent("RectTransform")
self.bg1 = Util.GetGameObject(self.gameObject, "bg/bg (1)")
self.bg2 = Util.GetGameObject(self.gameObject, "bg/bg (2)")
self.backBtn = Util.GetGameObject(self.parent, "lowGO/btnBack")
self.Btn1 = Util.GetGameObject(self.parent, "lowGO/Btn1")
self.Btn2 = Util.GetGameObject(self.parent, "lowGO/Btn2")
self.Btn3 = Util.GetGameObject(self.parent, "lowGO/Btn3")
self.Btn4 = Util.GetGameObject(self.parent, "upLeftGo/Btn4")
self.helpBtn = Util.GetGameObject(self.parent, "upLeftGo/helpBtn")
self.redPoint = Util.GetGameObject(self.parent, "upLeftGo/Btn4/redPoint")
self.helpPos = Util.GetGameObject(self.parent, "upLeftGo/helpBtn"):GetComponent("RectTransform").localPosition
self.titleImageText = Util.GetGameObject(self.parent, "titleImage/titleImage (1)"):GetComponent("Text")
self.timeTextGo = Util.GetGameObject(self.parent, "titleImage/timeText")
self.timeText = Util.GetGameObject(self.parent, "titleImage/timeText"):GetComponent("Text")
nodeGrid = {}
nodeItemGrid = {}
for i = 1, 1 do
nodeGrid[i] = Util.GetGameObject(self.gameObject, "rect/grid/singlePre ("..i..")")
local nodeGridItemsGri = {}
for j = 1, 3 do
nodeGridItemsGri[j] = Util.GetGameObject(nodeGrid[i], "itemList/item ("..j..")")
end
nodeItemGrid[i] = nodeGridItemsGri
end
self.mask = Util.GetGameObject(self.parent, "mask")
self.mask:SetActive(false)
self.UI_effect_BaoXiang = Util.GetGameObject(self.gameObject, "bg/UI_effect_BaoXiang")
npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12
self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
if SkeletonGraphic then
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
end
self.singlePre = Util.GetGameObject(self.transform, "singlePre")
self.grid = Util.GetGameObject(self.transform, "rect/grid")
end
--绑定事件(用于子类重写)
function ExpeditionMainPanel:BindEvent()
Util.AddClick(self.backBtn, function()
if isPlayerMove == false then
self:ClosePanel()
end
end)
Util.AddClick(self.Btn1, function()
UIManager.OpenPanel(UIName.ExpeditionHeroListResurgencePopup)
end)
Util.AddClick(self.Btn2, function()
UIManager.OpenPanel(UIName.ExpeditionHeroListInfoPopup)
end)
Util.AddClick(self.Btn3, function()
UIManager.OpenPanel(UIName.ExpeditionHalidomPanel)
end)
Util.AddClick(self.Btn4, function()
UIManager.OpenPanel(UIName.TreasureOfHeavenPanel)
--PopupTipPanel.ShowTip("不可领取奖励!")
end)
Util.AddClick(self.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Expedition,self.helpPos.x,self.helpPos.y)
end)
BindRedPointObject(RedPointType.Expedition_Treasure, self.redPoint)
end
--添加事件监听(用于子类重写)
function ExpeditionMainPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Expedition.RefreshPlayAniMainPanel, self.PlayerMoveFun, self)
Game.GlobalEvent:AddEvent(GameEvent.Expedition.RefreshMainPanel, self.OnShowNodeData, self)
end
--移除事件监听(用于子类重写)
function ExpeditionMainPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Expedition.RefreshPlayAniMainPanel, self.PlayerMoveFun, self)
Game.GlobalEvent:RemoveEvent(GameEvent.Expedition.RefreshMainPanel, self.OnShowNodeData, self)
end
--界面打开时调用(用于子类重写)
function ExpeditionMainPanel:OnOpen()
self:OnShowNodeData()
if ExpeditionManager.GetActivityStarOpenRedPoint() then
PlayerPrefs.SetInt(PlayerManager.uid.."Expedition", 1)
end
local timeNum = (ExpeditionManager.startTime + ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,JumpType.Expedition).SeasonInterval ) - GetTimeStamp()
self:RemainTimeDown(self.timeTextGo,self.timeText,timeNum)
end
function ExpeditionMainPanel:OnSortingOrderChange()
self.gridMask:GetComponent("Canvas").sortingOrder = self.sortingOrder + 1
self.parent:GetComponent("Canvas").sortingOrder = self.sortingOrder + 2
--cursortingOrder = self.sortingOrder
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function ExpeditionMainPanel:OnShow()
-- isAllHaveAttack = false
-- nodeGoTable = {}
-- self:OnShowNodeData()
--self:StarPlayerMoveFun()
-- 音效
SoundManager.PlayMusic(SoundConfig.BGM_Carbon)
end
--实例化层数信息
function ExpeditionMainPanel:OnShowNodeData()
isPlayerMove = false
isAllHaveAttack = false
nodeGoTable = {}
self.titleImageText.text = "大闹天宫 第"..expeditionLeveTable[ExpeditionManager.expeditionLeve].numStr..""
self.bg1:SetActive(ExpeditionManager.expeditionLeve ~= 4)
self.bg2:SetActive(ExpeditionManager.expeditionLeve == 4)
ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队
ExpeditionManager.GetActivityIsShowRedPoint(false,"1")--刷新红点
self.mask:SetActive(isPlayerMove)
self.UI_effect_BaoXiang.transform:SetParent(self.transform)
self.UI_effect_BaoXiang:SetActive(false)
--节点
local AllLayNodeList = ExpeditionManager.GetAllLayNodeList()--所有层所有节点信息
if AllLayNodeList == nil then return end
local curAllLayNodeList = {}
for i = #AllLayNodeList, 1, -1 do--从下到上显示 所以倒序
table.insert(curAllLayNodeList,AllLayNodeList[i])
end
GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo()
self.gridMaskImage.sizeDelta = Vector2.New(0,(3000/#curAllLayNodeList)*(#curAllLayNodeList - (GetCurNodeInfo.lay + 2)))
for i = 1, math.max(#curAllLayNodeList, #layListGrid) do
local go = layListGrid[i]
if not go then
go = newObject(self.singlePre)
go.transform:SetParent(self.grid.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
layListGrid[i] = go
end
go.gameObject:SetActive(false)
end
for i = 1, #AllLayNodeList do
ExpeditionMainPanel:SingleLayNodeShow(layListGrid[i],curAllLayNodeList[i])
layListGrid[i]:SetActive(true)
end
local gridH = 2566--self.grid:GetComponent("RectTransform").sizeDelta.y
local rectH = 1656--self.grid.transform.parent:GetComponent("RectTransform").sizeDelta.y
local endH = gridH - rectH
local curlay = GetCurNodeInfo.lay
if curlay <= 4 then
local y = endH / 4
y = endH - (curlay - 1) * y
self.grid:GetComponent("RectTransform").anchoredPosition = Vector3.New(0,y,0)
end
--self.ScrollView:SetData(curAllLayNodeList, function (index, go)
-- self:SingleLayNodeShow(go,curAllLayNodeList[index],(#AllLayNodeList - index) + 1)
--end)
--LogError("#AllLayNodeList - GetCurNodeInfo.lay "..#AllLayNodeList - GetCurNodeInfo.lay)
--local curIndex = #AllLayNodeList - GetCurNodeInfo.lay
--if curIndex == 0 then
-- curIndex = curIndex + 1
--end
--self.ScrollView:SetIndex(curIndex)
end
--实例化每层信息
function ExpeditionMainPanel:SingleLayNodeShow(go,layNodeListData)
nodeGoTable[go.name] = {data = layNodeListData,goData = go}
local nodeGo = go
--卸载加载的立绘
if liveNodeList[go] then
for i = 1, #liveNodeList[go] do
local item = liveNodeList[go][i]
poolManager:UnLoadLive(item.name, item.go, PoolManager.AssetType.GameObject)
end
end
liveNodeList[go] = {}
--判断是否有未打赢过 和 未获取圣物的状态
local isAttack = false
for j = 1, 3 do
Util.GetGameObject(nodeGo, "itemList/item ("..j..")"):SetActive(false)
if #layNodeListData >= j then
if (layNodeListData[j].state == ExpeditionNodeState.NoPass or layNodeListData[j].state == ExpeditionNodeState.NoGetEquip) and GetCurNodeInfo.lay == layNodeListData[j].lay then
isAttack = true
isAllHaveAttack = true
end
end
end
if self.liveNode then
self.liveNode:SetActive(true)--玩家形象立绘
end
for i = 1, #layNodeListData do--每个节点显示
--LogError(layNodeListData[i].lay.." "..layNodeListData[i].sortId.." "..layNodeListData[i].state.." "..GetCurNodeInfo.lay)
Util.GetGameObject(nodeGo, "itemList/item ("..i..")"):SetActive(true)
--Util.GetGameObject(nodeGo, "itemList/item ("..i..")"):GetComponent("PlayFlyAnim"):PlayHideAnim()
Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent").transform.localPosition = Vector3.zero
local curItemGo = Util.GetGameObject(nodeGo, "itemList/item ("..i..")/parent")
self:SingleNodeInfoIconShow(curItemGo,layNodeListData[i],isAttack)
---实例化动画---
if GetCurNodeInfo.lay <= layNodeListData[i].lay and layNodeListData[i].lay ~= 1 then
liveNodeList[go][i] = self:InitLiveSet(layNodeListData[i].type, Util.GetGameObject(curItemGo, "goParent"))
end
--------------
Util.GetGameObject(curItemGo, "infoIcon"):SetActive(true)
local pedestalImage = Util.GetGameObject(curItemGo, "pedestalImage")
local goParent = Util.GetGameObject(curItemGo, "goParent")
local halidomParent = Util.GetGameObject(curItemGo, "halidomParent")
pedestalImage:GetComponent("Image").sprite = Util.LoadSprite(expeditionLeveTable[ExpeditionManager.expeditionLeve].nodDi1)
local okAttackDi = Util.GetGameObject(curItemGo, "okAttackDi")
okAttackDi:GetComponent("Image").sprite = Util.LoadSprite(expeditionLeveTable[ExpeditionManager.expeditionLeve].nodDi2)
local okAttackImage = Util.GetGameObject(curItemGo, "okAttackImage")
okAttackImage:SetActive(layNodeListData[i].state == ExpeditionNodeState.NoPass or layNodeListData[i].state == ExpeditionNodeState.NoGetEquip)
okAttackDi:SetActive(layNodeListData[i].state == ExpeditionNodeState.NoPass or layNodeListData[i].state == ExpeditionNodeState.NoGetEquip)
Util.GetGameObject(curItemGo, "click"):SetActive(true)
local clickbtn = Util.GetGameObject(curItemGo, "click")
local pos = Util.GetGameObject(curItemGo, "pos")--节点位置 人物动画用
--pos.transform.localPosition = Vector3.New(0,-10,0)
pedestalImage:SetActive(true)
goParent:SetActive(true)
halidomParent:SetActive(true)
clickbtn:SetActive(true)
if layNodeListData[i].lay < GetCurNodeInfo.lay then
goParent:SetActive(false)
halidomParent:SetActive(false)
okAttackImage:SetActive(false)
okAttackDi:SetActive(false)
Util.GetGameObject(curItemGo, "click"):SetActive(false)
Util.GetGameObject(curItemGo, "infoIcon"):SetActive(false)
if layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过
pedestalImage:SetActive(false)
end
elseif layNodeListData[i].lay == GetCurNodeInfo.lay then
if layNodeListData[i].state == ExpeditionNodeState.No then--未打过
elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then--打未通过
elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then--未领取圣物
elseif layNodeListData[i].state == ExpeditionNodeState.Finish then--已打过
self:PlayerMovePosFun(pos,nodeGo,curItemGo)
goParent:SetActive(false)
elseif layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过
goParent:SetActive(false)
halidomParent:SetActive(false)
okAttackImage:SetActive(false)
okAttackDi:SetActive(false)
Util.GetGameObject(curItemGo, "click"):SetActive(false)
pedestalImage:SetActive(false)
Util.GetGameObject(curItemGo, "infoIcon"):SetActive(false)
end
elseif layNodeListData[i].lay > GetCurNodeInfo.lay then
if layNodeListData[i].state == ExpeditionNodeState.No then--打未通过
if layNodeListData[i].lay >= GetCurNodeInfo.lay + 3 then
if layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then
goParent:SetActive(false)
clickbtn:SetActive(false)
end
end
elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then--打未通过
elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then--未领取圣物
goParent:SetActive(false)
self.UI_effect_BaoXiang.transform:SetParent(halidomParent.transform)
self.UI_effect_BaoXiang.transform.localPosition=Vector3.zero;
self.UI_effect_BaoXiang:SetActive(true)
elseif layNodeListData[i].state == ExpeditionNodeState.Over then--未打但已通过
pedestalImage:SetActive(false)
end
end
Util.AddOnceClick(clickbtn, function()
if isPlayerMove then return end
ExpeditionManager.curAttackNodeInfo = layNodeListData[i]
targetPosGoAndData = {pos = pos,layGo = nodeGo,layAllData = layNodeListData,curNodeData = layNodeListData[i]}
if layNodeListData[i].state == ExpeditionNodeState.No then
if layNodeListData[i].type == ExpeditionNodeType.Boss or layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Monster,layNodeListData[i],1)
elseif layNodeListData[i].type == ExpeditionNodeType.Reply then--回复节点
local num = ConfigManager.GetConfigData(ConfigName.ExpeditionSetting,1).RegeneratePercent/100
MsgPanel.ShowOne("一眼神奇的甘泉,可使所有存活的猎妖师回复生命上限"..num.."%的生命值!", nil, "确定", "蟠桃树")
elseif layNodeListData[i].type == ExpeditionNodeType.Resurgence then--复活节点
MsgPanel.ShowOne("神灵赐福的玉蝶,散发着五彩神光,可复活一个已死亡的猎妖师,若无猎妖师死亡,则随机将一个猎妖师恢复至满血。", nil, "确定", "八卦炼丹炉")
elseif layNodeListData[i].type == ExpeditionNodeType.Recruit then--招募节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Recruit,layNodeListData[i],1)
elseif layNodeListData[i].type == ExpeditionNodeType.Shop then--商店节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,layNodeListData[i],1)
elseif layNodeListData[i].type == ExpeditionNodeType.Trail then--试炼节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Trail,layNodeListData[i],1)
elseif layNodeListData[i].type == ExpeditionNodeType.Greed then--贪婪节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Greed,layNodeListData[i],1)
elseif layNodeListData[i].type == ExpeditionNodeType.Reward then--最后奖励节点
PopupTipPanel.ShowTip("不可领取奖励!")
end
elseif layNodeListData[i].state == ExpeditionNodeState.NoPass then
if layNodeListData[i].type == ExpeditionNodeType.Boss or layNodeListData[i].type == ExpeditionNodeType.Jy or layNodeListData[i].type == ExpeditionNodeType.Common then
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Monster,layNodeListData[i],2)
elseif layNodeListData[i].type == ExpeditionNodeType.Halidom then--圣物节点
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false)
elseif layNodeListData[i].type == ExpeditionNodeType.Reply then--回复节点
local num = ConfigManager.GetConfigData(ConfigName.ExpeditionSetting,1).RegeneratePercent/100
MsgPanel.ShowOne("一眼神奇的甘泉,可使所有存活的猎妖师回复生命上限"..num.."%的生命值,是否前往?", function()
NetManager.ReCoverExpeditionHeroRequest(layNodeListData[i].sortId,function (msg)
ExpeditionManager.UpdateHeroHpValue(msg.heroInfo)
self:PlayerMoveFun()
PopupTipPanel.ShowTip("已成功复活猎妖师!")
end)
end, "前往", "蟠桃树")
elseif layNodeListData[i].type == ExpeditionNodeType.Resurgence then--复活节点
MsgPanel.ShowOne("神灵赐福的玉蝶,散发着五彩神光,可复活一个已死亡的猎妖师,若无猎妖师死亡,则随机将一个猎妖师恢复至满血。", function()
local cueSelectHeroDid = self:HeroResurgence()
--LogError("cueSelectHeroDid "..cueSelectHeroDid)
NetManager.ReliveExpeditionHeroRequest(cueSelectHeroDid,layNodeListData[i].sortId,function()
PopupTipPanel.ShowTip("已成功复活猎妖师!")
self:PlayerMoveFun()
end)
end, "前往", "八卦炼丹炉")
elseif layNodeListData[i].type == ExpeditionNodeType.Recruit then--招募节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Recruit,layNodeListData[i],2,function ()
self:PlayerMoveFun()
end)
elseif layNodeListData[i].type == ExpeditionNodeType.Shop then--商店节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,layNodeListData[i],2,function ()
self:PlayerMoveFun()
end)
elseif layNodeListData[i].type == ExpeditionNodeType.Trail then--试炼节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Trail,layNodeListData[i],2)
elseif layNodeListData[i].type == ExpeditionNodeType.Greed then--贪婪节点
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Greed,layNodeListData[i],2)
elseif layNodeListData[i].type == ExpeditionNodeType.Reward then--最后奖励节点
NetManager.TakeExpeditionBoxRewardRequest( layNodeListData[i].sortId,function (msg)
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
--LogError("#msg.leve "..#msg.leve)
if #msg.leve > 1 then
MsgPanel.ShowTwo("普通模式 or 困难模式?", function()
ExpeditionManager.expeditionLeve = msg.leve[1]
self:RefreshManagerData()
end, function()
ExpeditionManager.expeditionLeve = msg.leve[2]
self:RefreshManagerData()
end, "普通","困难")
elseif #msg.leve == 1 then
ExpeditionManager.expeditionLeve = msg.leve[1]
MsgPanel.ShowOne("前往下一层", function()
self:RefreshManagerData()
end)
else
PopupTipPanel.ShowTip("已通关本次大闹天宫!")
end
end)
end)
end
elseif layNodeListData[i].state == ExpeditionNodeState.NoGetEquip then
UIManager.OpenPanel(UIName.ExpeditionSelectHalidomPanel,false)
elseif layNodeListData[i].state == ExpeditionNodeState.Finish then
PopupTipPanel.ShowTip("已完成!")
elseif layNodeListData[i].state == ExpeditionNodeState.Over then
PopupTipPanel.ShowTip("已通过!")
end
end)
end
end
--刷新倒计时显示
function ExpeditionMainPanel:RemainTimeDown(_timeTextExpertgo,_timeTextExpert,timeDown)
if timeDown > 0 then
_timeTextExpertgo:SetActive(true)
_timeTextExpert.text = "剩余时间:"..self:TimeStampToDateString(timeDown)
if timer then
timer:Stop()
timer = nil
end
timer = Timer.New(function()
_timeTextExpert.text = "剩余时间:"..self:TimeStampToDateString(timeDown)
if timeDown < 0 then
_timeTextExpertgo:SetActive(false)
timer:Stop()
timer = nil
end
timeDown = timeDown - 1
end, 1, -1, true)
timer:Start()
else
_timeTextExpertgo:SetActive(false)
end
end
function ExpeditionMainPanel:TimeStampToDateString(second)
local day = math.floor(second / (24 * 3600))
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format("%02d时%02d分%02d秒", hour, minute, sec)
end
--界面关闭时调用(用于子类重写)
function ExpeditionMainPanel:OnClose()
if timer then
timer:Stop()
timer = nil
end
if timer2 then
timer2:Stop()
timer2 = nil
end
end
--界面销毁时调用(用于子类重写)
function ExpeditionMainPanel:OnDestroy()
--if live2dList and #live2dList > 0 then
-- for i = 1, #live2dList do
-- poolManager:UnLoadLive(live2dList[i][1], live2dList[i][2], PoolManager.AssetType.GameObject)
-- live2dList[i] = nil
-- end
--end
--live2dList = {}
if self.liveNode then
poolManager:UnLoadLive(npc, self.liveNode, PoolManager.AssetType.GameObject)
self.liveNode = nil
end
layListGrid = {}
ClearRedPointObject(RedPointType.Expedition_Treasure)
end
--实例化节点立绘
function ExpeditionMainPanel:InitLiveSet(iconId, go)
local configData = ConfigManager.GetConfigData(ConfigName.ExpeditionNodeConfig,iconId)
local live2d = poolManager:LoadLive(configData.Icon, Util.GetTransform(go, "goParent"),
Vector3.one * configData.Scale, Vector3.New(configData.Position[1], configData.Position[2],0))
--local curLive = {configData.Icon,live2d}
--table.insert(live2dList,curLive)
local skeleton = live2d:GetComponent("SkeletonGraphic")
if skeleton and iconId == 2 then--首领
skeleton.AnimationState:SetAnimation(0, "idle2", true)
end
return {name=configData.Icon, go=live2d}
end
-- 设置文本透明度
function ExpeditionMainPanel:SetCurAlpha(text, a)
local color = text.color
color.a = a
text.color = color
end
function ExpeditionMainPanel:StarPlayerMoveFun()
--Log("isAllHaveAttack "..tostring(isAllHaveAttack))
if isAllHaveAttack then return end
self.liveNode.transform.localPosition = Vector3.zero
local targetPos = self.liveNode.transform.localPosition + Vector3.New(430,0,0)
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
isPlayerMove = true
self.mask:SetActive(isPlayerMove)
--Log("self.mask "..tostring(isPlayerMove))
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
self.liveNode.transform:DOLocalMove(targetPos, 1, false):OnStart(function ()
end):OnComplete(function ()
--Log("行走完毕")
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
isPlayerMove = false
self.mask:SetActive(isPlayerMove)
--Log("self.mask "..tostring(isPlayerMove))
end):SetEase(Ease.Linear)
end
function ExpeditionMainPanel:EndPlayerMoveFun(fun)
if curNodeGo then
Util.GetGameObject(curNodeGo, "finish"):SetActive(true)
Util.GetGameObject(curNodeGo, "itemList"):SetActive(false)
end
local targetPos = Vector3.New(1706,0,0)
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
isPlayerMove = true
self.mask:SetActive(isPlayerMove)
--Log("self.mask "..tostring(isPlayerMove))
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
local timeNum = math.abs(self.liveNode.transform.localPosition.x - targetPos.x)/350--350/1s
self.liveNode.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function ()
end):OnComplete(function ()
--Log("行走完毕")
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
isPlayerMove = false
self.mask:SetActive(isPlayerMove)
self:SelfUpdataPanelShow()
end):SetEase(Ease.Linear)
end
function ExpeditionMainPanel:PlayerMovePosFun(nodeGo,curItemGo)
self.liveNode.transform:SetParent(nodeGo.transform)
self.liveNode.transform.localPosition = Vector3.zero
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
end
function ExpeditionMainPanel:SingleNodeInfoIconShow(nodeGo,layNodeData)
local infoIcon = Util.GetGameObject(nodeGo, "infoIcon")
infoIcon :SetActive(false)
local warPowerGo = Util.GetGameObject(infoIcon, "warPowerGo")
warPowerGo:SetActive(false)
local iconImage = Util.GetGameObject(warPowerGo, "iconImage"):GetComponent("Image")
local powerText = Util.GetGameObject(warPowerGo, "powerText"):GetComponent("Text")
local textIconGo = Util.GetGameObject(infoIcon, "textIconGo")
textIconGo:SetActive(false)
local iconImage2 = Util.GetGameObject(textIconGo, "iconImage"):GetComponent("Image")
if GetCurNodeInfo.lay == layNodeData.lay then--当前层
infoIcon:SetActive(false)
if layNodeData.type == ExpeditionNodeType.Jy or layNodeData.type == ExpeditionNodeType.Boss or layNodeData.type == ExpeditionNodeType.Common then
warPowerGo:SetActive(false)
iconImage.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData.type])
powerText.text = layNodeData.bossTeaminfo.totalForce
elseif layNodeData.type == ExpeditionNodeType.Resurgence or layNodeData.type == ExpeditionNodeType.Reply or layNodeData.type == ExpeditionNodeType.Halidom then
textIconGo:SetActive(false)
iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData .type])
end
if isAllHaveAttack then
if layNodeData.state == ExpeditionNodeState.No then--关闭 状态
infoIcon:SetActive(false)
elseif layNodeData.state == ExpeditionNodeState.NoGetEquip then--未领圣物状态
warPowerGo:SetActive(false)
textIconGo:SetActive(false)
iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[ExpeditionNodeType.Halidom])
end
end
end
end
function ExpeditionMainPanel:PlayerMoveFun()
if not targetPosGoAndData.pos then return end
targetPosGoAndData.pos:SetActive(true)
self.liveNode.transform:SetParent(targetPosGoAndData.pos.transform)
local oldPos = self.liveNode.transform.localPosition
local targetPos = targetPosGoAndData.pos.transform.localPosition - Vector3.New(0,69,0)
if oldPos.x - targetPos.x > 0 then
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 180, 0)
else
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, 0, 0)
end
isPlayerMove = true
self.mask:SetActive(isPlayerMove)
SkeletonGraphic.AnimationState:SetAnimation(0, "move2", true)
local timeNum = math.abs(oldPos.y - targetPos.y)/350--350/1s
self.liveNode.transform:DOLocalMove(targetPos, timeNum, false):OnStart(function ()
end):OnComplete(function ()
--Log("行走完毕")
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
isPlayerMove = false
self.mask:SetActive(isPlayerMove)
--self:SelfUpdataPanelShow()
for i = 1, #targetPosGoAndData.layAllData do
if targetPosGoAndData.layAllData[i].sortId ~= targetPosGoAndData.curNodeData.sortId then
local curItemGoPlayFly = Util.GetGameObject(targetPosGoAndData.layGo, "itemList/item ("..i..")"):GetComponent("PlayFlyAnim")
curItemGoPlayFly:PlayAnim(true)
end
end
if timer2 then
timer2:Stop()
timer2 = nil
end
timer2 = Timer.New(function()
if targetPosGoAndData.curNodeData.type == ExpeditionNodeType.Shop then
NetManager.StoreNodeRequest(targetPosGoAndData.curNodeData.sortId,function ()
UIManager.OpenPanel(UIName.ExpeditionMonsterInfoPopup,EXPEDITON_POPUP_TYPE.Shop,targetPosGoAndData.curNodeData,3,function ()
self:OnShowNodeData()
end)
end)
else
self:OnShowNodeData()
end
end, 1.5)
timer2:Start()
end):SetEase(Ease.Linear)
end
function ExpeditionMainPanel:SelfUpdataPanelShow()
self.UI_effect_BaoXiang.transform:SetParent(self.transform)
self.UI_effect_BaoXiang:SetActive(false)
local AllLayNodeList = ExpeditionManager.GetAllLayNodeList()
if AllLayNodeList == nil then return end
local curAllLayNodeList = {}
for i = #AllLayNodeList, 1, -1 do
table.insert(curAllLayNodeList,AllLayNodeList[i])
end
GetCurNodeInfo = ExpeditionManager.GetCurNodeInfo()
isAllHaveAttack = false
local curNodeGo
--nodeGoTable data = layNodeListData,goData = go
for i, v in pairs(nodeGoTable) do
if v.data[1].lay == GetCurNodeInfo.lay then
curNodeGo = v.goData
--Log("v.goData "..v.goData.name)
end
end
if curNodeGo then
self:SingleLayNodeShow(curNodeGo,curAllLayNodeList[15 - GetCurNodeInfo.lay + 1],GetCurNodeInfo.lay)
end
end
function ExpeditionMainPanel:RefreshManagerData()
--LogError("ExpeditionManager.expeditionLeve "..ExpeditionManager.expeditionLeve)
NetManager.GetExpeditionRequest(ExpeditionManager.expeditionLeve,function ()
self:OnShowNodeData()
end)
end
function ExpeditionMainPanel:HeroResurgence()
local heroDid = ""
local roleDidDatas = {}
local roleHurtDatas = {}
local _roleDatas = HeroManager.GetAllHeroDatas(1)
for i = 1, #_roleDatas do
local heroHp = 0
if ExpeditionManager.heroInfo[_roleDatas[i].dynamicId] then
heroHp = ExpeditionManager.heroInfo[_roleDatas[i].dynamicId].remainHp
if heroHp <= 0 then
table.insert(roleDidDatas,_roleDatas[i])
elseif heroHp < 1 then
table.insert(roleHurtDatas,_roleDatas[i])
end
end
end
local cuSelectHeroIndex = 0
if roleDidDatas and #roleDidDatas > 0 then
cuSelectHeroIndex = math.random(1,#roleDidDatas)
heroDid = roleDidDatas[cuSelectHeroIndex].dynamicId
elseif roleHurtDatas and #roleHurtDatas > 0 then
cuSelectHeroIndex = math.random(1,#roleHurtDatas)
heroDid = roleHurtDatas[cuSelectHeroIndex].dynamicId
else
heroDid = _roleDatas[1].dynamicId
end
return heroDid
end
return ExpeditionMainPanel