miduo_client/Assets/ManagedResources/~Lua/Modules/Guild/DeathPos/DeathPosPanel.lua

223 lines
8.7 KiB
Lua

----- 公会十绝阵主面板 -----
require("Base/BasePanel")
local DeathPosPanel = Inherit(BasePanel)
local this = DeathPosPanel
local deathPathInfo = nil
local guildWarConfig = ConfigManager.GetConfig(ConfigName.GuildWarConfig)
local _image = { "s_shijuezhen_zhanlingbiao", "s_shijuezhen_zhanlingbiao_01" } --公会旗帜 1是别人公会 2自己公会
local orginLayer = 0
local orginLayer2 = 0
local d = { --各阵位置信息
[1] = { pos = { -33, 645 } },
[2] = { pos = { -364, 525 } },
[3] = { pos = { 251, 483 } },
[4] = { pos = { -174, 314 } },
[5] = { pos = { 344, 188 } },
[6] = { pos = { 0, 17 } },
[7] = { pos = { 355, -124 } },
[8] = { pos = { -342, -231 } },
[9] = { pos = { 291, -576 } },
[10] = { pos = { -355, -666 } },
}
local preList = {} --各阵预设列表
function DeathPosPanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.panel = Util.GetGameObject(this.gameObject, "Panel")
this.overTime = Util.GetGameObject(this.panel, "OverTime/Text"):GetComponent("Text") --挑战结束时间
this.battleTime = Util.GetGameObject(this.panel, "BattleTime"):GetComponent("Text") --挑战剩余次数
this.upBtns = Util.GetGameObject(this.panel, "UpBtns")
this.rewardBtn = Util.GetGameObject(this.upBtns, "RewardBtn")
this.rewardBtnRedPoint = Util.GetGameObject(this.rewardBtn, "redPoint")
this.rankBtn = Util.GetGameObject(this.upBtns, "RankBtn")
this.helpBtn = Util.GetGameObject(this.panel, "HelpBtn")
this.helpPosition = this.helpBtn:GetComponent("RectTransform").localPosition
this.backBtn = Util.GetGameObject(this.panel, "BackBtn")
this.content = Util.GetGameObject(this.panel, "Content")
this.pre = Util.GetGameObject(this.content, "Pre")
end
function DeathPosPanel:BindEvent()
Util.AddClick(this.backBtn, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
end)
Util.AddClick(this.helpBtn, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.GuildTenPos, this.helpPosition.x, this.helpPosition.y)
end)
--奖励弹窗
Util.AddClick(this.rewardBtn, function()
UIManager.OpenPanel(UIName.DeathPosRewardPopup)
end)
--排行弹窗
Util.AddClick(this.rankBtn, function()
UIManager.OpenPanel(UIName.DeathPosRankPopup)
end)
if DeathPosManager.status == DeathPosStatus.Reward then
BindRedPointObject(RedPointType.Guild_DeathPos, this.rewardBtnRedPoint)
else
this.rewardBtnRedPoint.gameObject:SetActive(false)
end
end
function DeathPosPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshPanel) --阶段切换
Game.GlobalEvent:AddEvent(GameEvent.Guild.RefreshFirstChangeData, this.RefreshGuildInfo)
end
function DeathPosPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.RefreshDeathPosStatus, this.RefreshPanel)
Game.GlobalEvent:RemoveEvent(GameEvent.Guild.RefreshFirstChangeData, this.RefreshGuildInfo)
end
function DeathPosPanel:OnOpen(...)
end
function DeathPosPanel:OnShow()
-- if DeathPosManager.status== DeathPosStatus.Reward then
CheckRedPointStatus(RedPointType.Guild_DeathPos)
-- end
this.RefreshPanel()
Util.SetParticleSortLayer(Util.GetGameObject(this.panel, "Effect_UI_changjing_ShijueZhen_(Zhong)"), self
.sortingOrder)
end
function DeathPosPanel:OnSortingOrderChange()
Util.SetParticleSortLayer(Util.GetGameObject(this.panel, "Effect_UI_changjing_ShijueZhen_(Zhong)"), self
.sortingOrder)
end
function DeathPosPanel:OnClose()
if this.timer then
this.timer:Stop()
this.timer = nil
end
end
function DeathPosPanel:OnDestroy()
this.spLoader:Destroy()
if DeathPosManager.status == DeathPosStatus.Reward then
ClearRedPointObject(RedPointType.Guild_DeathPos, this.rewardBtnRedPoint)
end
preList = {}
end
--刷新面板
function this.RefreshPanel()
if DeathPosManager.status == DeathPosStatus.Close then
this:ClosePanel()
return
end
this.battleTime.gameObject:SetActive(DeathPosManager.status == DeathPosStatus.Fight)
for i = 1, 10 do
local o = preList[i]
if not o then
o = newObjToParent(this.pre, this.content.transform)
o.name = "Pre" .. i
preList[i] = o
end
local guildName = Util.GetGameObject(o, "Guild/mask/GuildName"):GetComponent("Text")
local posName = Util.GetGameObject(o, "Name/Text"):GetComponent("Image")
local serverName = Util.GetGameObject(o, "serverName/Text"):GetComponent("Text")
serverName.text = ""
guildName.text = ""
posName.sprite = this.spLoader:LoadSprite(guildWarConfig[i].Pic) --guildWarConfig[i].Name
preList[i].transform.localPosition = Vector2.New(d[i].pos[1], d[i].pos[2])
Util.GetGameObject(o, "Guild"):SetActive(false)
Util.GetGameObject(o, "serverName"):SetActive(false)
end
local colorValue = Color.New(1, 1, 1, 0)
DoTween.To(
DG.Tweening.Core.DOGetter_float(function() return 0 end),
DG.Tweening.Core.DOSetter_float(function(progress)
Log(progress)
colorValue.a = progress
for i = 1, 10 do
Util.GetGameObject(preList[i], "Name/Text"):GetComponent("Image").color = colorValue
end
end),
1, 0.5):SetEase(Ease.Linear):OnComplete(function() end)
NetManager.GetDeathPathInfoResponse(function(msg)
if DeathPosManager.status == DeathPosStatus.Reward then
this.overTime.text = Language[11457]
elseif DeathPosManager.status == DeathPosStatus.Close then
this.overTime.text = Language[11458]
else
this.TimeCountDown(msg.overTime)
end
DeathPosManager.rewardTimeTip = Language[11459] .. GetTimeMonthDayMinBySeconds(msg.overTime) .. Language[11460]
--【线上问题】十绝阵挑战次数显示负数 < 0 and 0 or (DeathPosManager.maxBattleTime-msg.challengeCount)
DeathPosManager.battleTime = (DeathPosManager.maxBattleTime - msg.challengeCount) < 0 and 0 or
(DeathPosManager.maxBattleTime - msg.challengeCount)
this.battleTime.text = Language[10631] .. DeathPosManager.battleTime
for k, v in ipairs(msg.infos) do
LogGreen("v.pathId:" .. v.pathId .. " v.guildName:" .. v.guildName)
end
DeathPosManager.SetGuildInfoData(msg.infos)
--设置公会上了哪个阵 显示公会名称
this.RefreshGuildInfo()
end)
--各阵型点击事件
for i = 1, #preList do
Util.AddOnceClick(preList[i], function()
local guildName = Util.GetGameObject(preList[i], "Guild/mask/GuildName"):GetComponent("Text")
local serverName = Util.GetGameObject(preList[i], "serverName/Text"):GetComponent("Text")
UIManager.OpenPanel(UIName.DeathPosInfoPanel, i, guildName.text, serverName.text)
end)
end
end
--倒计时
function this.TimeCountDown(timeDown)
if this.timer then
this.timer:Stop()
this.timer = nil
end
this.overTime.text = Language[10026] .. TimeToHMS(timeDown - GetTimeStamp())
this.timer = Timer.New(function()
if timeDown < 1 then
this.timer:Stop()
this.timer = nil
--结束逻辑
this.RefreshPanel()
return
end
this.overTime.text = Language[10026] .. TimeToHMS(timeDown - GetTimeStamp())
end, 1, -1, true)
this.timer:Start()
end
--刷新公会信息
function this.RefreshGuildInfo()
local data = DeathPosManager.GetGuildInfoData()
for i = 1, #preList do
for key, value in pairs(data) do
if i == value.pathId then
local guild = Util.GetGameObject(preList[i], "Guild")
local serverDi = Util.GetGameObject(preList[i], "serverName")
local serverName = Util.GetGameObject(serverDi, "Text"):GetComponent("Text")
local guildImage = guild:GetComponent("Image")
local guildName = Util.GetGameObject(preList[i], "Guild/mask/GuildName"):GetComponent("Text")
guild:SetActive(true)
if value.serverName and value.serverName ~= "" then
serverName.text = value.serverName
serverDi:SetActive(true)
else
serverDi:SetActive(false)
serverName.text = ""
end
guildName.text = value.guildName
--如果是自己的公会
guildImage.sprite = value.gid == PlayerManager.familyId and this.spLoader:LoadSprite(_image[2]) or
this.spLoader:LoadSprite(_image[1])
end
end
end
end
return DeathPosPanel