459 lines
20 KiB
Lua
459 lines
20 KiB
Lua
require("Base/BasePanel")
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RoleListPanel = Inherit(BasePanel)
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local this = RoleListPanel
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local sortType = 1 -- 1:品阶 2:等级
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local proId=0--0 全部 1 火 2风 3 水 4 地 5 光 6 暗
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local tarHero = {}
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local teamHero = {}
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local roleDatas={}
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this.isFirstOpen=true
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local tabs = {}
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local tabsImg = {"z_icon_01_zh", "r_hero_huo 1_zh", "r_hero_feng 1_zh", "r_hero_shui 1_zh", "r_hero_dadi 1_zh","z_icon_qingjinbao"}
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local soulPrintData={}
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local orginLayer = 0
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local orginLayer2 = 0
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local isFristOpenTime = Timer.New()
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function RoleListPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.BtnBack = Util.GetGameObject(self.transform, "rightUp/btnBack")
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this.cardPre = poolManager:LoadAsset("card", PoolManager.AssetType.GameObject)
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UIManager.DoLanguageCheck(this.spLoader, this.cardPre)
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this.cardPre.transform:SetParent(self.transform)
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this.cardPre:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)
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local starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
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starPre.transform:SetParent(Util.GetGameObject(self.transform, "card(Clone)/card/star").transform)
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local particles1=starPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(particles1:ToTable()) do
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local mat=value:GetComponent(typeof(UnityEngine.Renderer))
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if mat.material.shader.name=="CGwell FX/Additive Lv1" then
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mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
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elseif mat.material.shader.name=="UI Particles/Additive" then
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mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
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end
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end
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local particles=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
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for key, value in pairs(particles:ToTable()) do
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local mat=value:GetComponent(typeof(UnityEngine.Renderer))
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if mat.material.shader.name=="CGwell FX/Additive Lv1" then
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mat.material.shader=poolManager:LoadAsset("Add Lv1_1",poolManager.AssetType.Other)
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elseif mat.material.shader.name=="UI Particles/Additive" then
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mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
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elseif mat.material.shader.name=="YXZ/Effect/Mix Masking(Without Moving)_alphablend" then
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mat.material.shader=poolManager:LoadAsset("YXZ_MixMaskingWithoutMoving_alphablend_1",poolManager.AssetType.Other)
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end
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end
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local meshs=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
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for key, value in pairs(meshs:ToTable()) do
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if value.material.shader.name=="Custom/S_03_UV_alpha_add" then
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value.material.shader=poolManager:LoadAsset("S_03_uv_alpha_add_1",poolManager.AssetType.Other)
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end
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end
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local meshs2=this.cardPre:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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for key, value in pairs(meshs2:ToTable()) do
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if value.material.shader.name=="YXZ/Effect/TransparentRim" then
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value.material.shader=poolManager:LoadAsset("YXZ_Effect_TransparentRim_1",poolManager.AssetType.Other)
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end
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end
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this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
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for i = 0, 6 do
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tabs[i] = Util.GetGameObject(self.transform, "Tabs/grid/box/Btn" .. i)
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local name=Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
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name.text=PropertyType[i]
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-- if tabsImg[i + 1] then
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-- Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(tabsImg[i + 1])
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-- end
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end
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this.ShaiXuanBtn = Util.GetGameObject(self.gameObject, "ShaiXuanBtn")
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this.ShaiXuanBtnLv = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Lv")
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this.ShaiXuanBtnLv:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_dengjiqiehuan_zh")
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this.ShaiXuanBtnQu = Util.GetGameObject(self.gameObject, "ShaiXuanBtn/Qu")
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this.ShaiXuanBtnQu:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_tongyong_pingjieqiehuan_zh")
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this.selectBtn = Util.GetGameObject(self.gameObject, "Tabs/selectBtn")
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this.heroNumText = Util.GetGameObject(self.gameObject, "heroNum")
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this.ScrollBar = Util.GetGameObject(self.gameObject, "Scrollbar"):GetComponent("Scrollbar")
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this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
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--this.fenJieBtn:SetActive(false)
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this.formationBtn = Util.GetGameObject(self.gameObject, "formationBtn")
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this.haogandu = Util.GetGameObject(self.gameObject, "haogandu")
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this.haoganduLv = Util.GetGameObject(this.haogandu, "lv"):GetComponent("Text")
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--this.haogandu.gameObject:SetActive(false)
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this.haoganduRed = Util.GetGameObject(this.haogandu, "redPoint")
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if not this.playerInfoView then
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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-- this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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--this.playerInfoView.overrideSorting=true
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end
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this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
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--this.UpView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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--this.UpView.overrideSorting=true
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local v2 = Util.GetGameObject(self.gameObject, "scroll"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.transform, "scroll").transform,
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this.cardPre, this.ScrollBar, Vector2.New(-v2.x*2, -v2.y*2+20), 1, 5, Vector2.New(25,8))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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this.maxk = Util.GetGameObject(self.gameObject, "maxk")
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end
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--绑定事件(用于子类重写)
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function RoleListPanel:BindEvent()
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Util.AddClick(this.BtnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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HeroManager.heroListPanelSortID=SortTypeConst.Natural
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HeroManager.heroListPanelProID=ProIdConst.All
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UIManager.OpenPanel(UIName.MainPanel)
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end)
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for i = 0, 6 do
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Util.AddClick(tabs[i], function()
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if this.isFirstOpen == false then
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if i == proId then
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proId=ProIdConst.All
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HeroManager.heroListPanelProID=ProIdConst.All
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else
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proId=i
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HeroManager.heroListPanelProID=proId
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end
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this:GetCurSortHeroListData()
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end
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end)
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end
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Util.AddClick(this.ShaiXuanBtn, function()
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if sortType == SortTypeConst.Lv then
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sortType = SortTypeConst.Natural
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HeroManager.heroListPanelSortID=SortTypeConst.Natural
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else
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sortType = SortTypeConst.Lv
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HeroManager.heroListPanelSortID=SortTypeConst.Lv
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end
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this.ShaiXuanBtnLv:SetActive(sortType ~= SortTypeConst.Lv)
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this.ShaiXuanBtnQu:SetActive(sortType ~= SortTypeConst.Natural)
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this:GetCurSortHeroListData()
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end)
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Util.AddClick(this.fenJieBtn, function()
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UIManager.OpenPanel(UIName.HandBookHeroAndEquipListPanel,1)
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-- if ActTimeCtrlManager.SingleFuncState(24) then
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-- UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel,1)
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-- else
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-- PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(24))
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-- end
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end)
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Util.AddClick(this.formationBtn, function()
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if ActTimeCtrlManager.SingleFuncState(54) then
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-- UIManager.OpenPanel(UIName.FormationSetPanel)
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
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else
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PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(54))
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end
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end)
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Util.AddClick(this.haogandu, function()
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--UIManager.OpenPanel(UIName.LikeAbilityPanel)
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if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility) then
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UIManager.OpenPanel(UIName.LikeAbilityPanel)
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else
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PopupTipPanel.ShowTip(ActTimeCtrlManager.GetFuncTip(FUNCTION_OPEN_TYPE.LikeAbility))
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end
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end)
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CheckRedPointStatus(RedPointType.LikeabilityRed)
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BindRedPointObject(RedPointType.LikeabilityRed,this.haoganduRed)
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end
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--添加事件监听(用于子类重写)
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function RoleListPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function RoleListPanel:RemoveListener()
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end
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function this:OnSortingOrderChange()
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if this.ScrollView then
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this.ScrollView:ForeachItemGO(function (index, go)
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Util.SetParticleSortLayer(go, self.sortingOrder)
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end)
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end
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orginLayer = self.sortingOrder
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if this.BtView then
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this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
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end
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-- -- 头像层级
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if this.playerInfoView then
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--this.playerInfoView:SetLayer(self.sortingOrder+2)
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--SetParticleSortLayer(this.playerInfoView,self.sortingOrder+2)
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end
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-- if this.UpView then
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-- SetParticleSortLayer(this.UpView,self.sortingOrder+2)
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-- end
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end
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--界面打开时调用(用于子类重写)
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function RoleListPanel:OnShow()
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--检测成员红点
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CheckRedPointStatus(RedPointType.Role)
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tarHero=HeroManager.GetAllHeroDatas()
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teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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this.isFirstOpen=true
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this.maxk:SetActive(true)
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this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#tarHero)
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.RoleInfo })
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this.BtView:OnOpen(self, {sortOrder = self.sortingOrder,panelType = PanelTypeView.MemberPanel})
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SoundManager.PlayMusic(SoundConfig.BGM_Main)
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sortType = HeroManager.heroListPanelSortID
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proId = HeroManager.heroListPanelProID
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this:GetCurSortHeroListData()
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-- if ActTimeCtrlManager.SingleFuncState(24) then
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-- Util.SetGray(this.fenJieBtn, false)
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-- else
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-- Util.SetGray(this.fenJieBtn, true)
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-- end
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if ActTimeCtrlManager.SingleFuncState(54) then
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Util.SetGray(this.formationBtn, false)
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else
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Util.SetGray(this.formationBtn, true)
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end
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-- if this.ScrollView then
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-- this.ScrollView:SetIndex(1)
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-- end
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-- 刷新一次编队战斗力
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FormationManager.RefreshMainFormationPower()
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this.haogandu.gameObject:SetActive(ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility))
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local totalCurNum,totalLv,totalNum = LikabilityManager.GetTotalHeroLikeLv(-1)
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this.haoganduLv.text = totalLv
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--this.haogandu.gameObject:SetActive(true)--ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.LikeAbility))
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end
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--组合当前选项数据
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function this:GetCurSortHeroListData()
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local heros = {}
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if proId ~= ProIdConst.All then
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heros = HeroManager.GetHeroDataByProperty(proId)
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else
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heros = tarHero
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end
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this:SetRoleList(heros)
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this:SetSelectBtn()
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end
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function this:ChangeProId(id)
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proId=id
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end
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--设置英雄列表数据
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function this:SetRoleList(_roleDatas)
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roleDatas=_roleDatas
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this:SortHeroDatas(_roleDatas)
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HeroManager.heroSortedDatas = roleDatas
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this.heroNumText:GetComponent("Text").text=string.format(Language[11821],#_roleDatas)
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this.ScrollView:SetData(_roleDatas, function (index, go)
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this.SingleHeroDataShow(go, roleDatas[index])
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end)
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if this.isFirstOpen then
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if isFristOpenTime then
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isFristOpenTime:Stop()
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isFristOpenTime = nil
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end
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isFristOpenTime = Timer.New(function()
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this.isFirstOpen = false
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this.maxk:SetActive(false)
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end, 0.8):Start()
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end
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orginLayer2 =self.sortingOrder
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orginLayer = self.sortingOrder
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end
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function this.SingleHeroDataShow(_go,_heroData)
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local heroData = _heroData
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SetHeroBg(this.spLoader, Util.GetGameObject(_go.transform, "card"),Util.GetGameObject(_go.transform, "card/bg"),_heroData.star,heroData.heroConfig.Quality,this.sortingOrder + 1)
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if HarmonyManager.IsChangeColor(heroData.dynamicId) then
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
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elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) then
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local temp= HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv)
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if temp.heroTid == 0 and temp.value > 0 then
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
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else
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
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end
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else
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Util.GetGameObject(_go.transform, "card/lv/Text"):GetComponent("Text").text = heroData.lv
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end
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Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName)
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Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.ShowLive))
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SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward)
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Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
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local imageCom=Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("RectTransform")
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if heroData.changeProId == 1 or heroData.changeProId == 2 or heroData.changeProId == 3 or heroData.changeProId == 4 then
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imageCom.sizeDelta=Vector2.New(30,30)
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else
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imageCom.sizeDelta=Vector2.New(60,30)
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end
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imageCom.gameObject:GetComponent("Image").sprite= this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
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Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
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local redPoint = Util.GetGameObject(_go.transform, "card/redAndLock/redPoint")
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Util.GetGameObject(_go.transform, "card/redAndLock/lockImage"):SetActive(heroData.lockState == 1)
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Util.GetGameObject(_go.transform, "card/core"):SetActive(heroData.heroConfig.Main == 1)
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Util.GetGameObject(_go.transform, "card/starnum"):GetComponent("Text").text=_heroData.star.."/".._heroData.maxStar
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_go.transform.localScale = Vector3.one * 0.95
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local starGrid = Util.GetGameObject(_go.transform, "star")
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local starPre = Util.GetGameObject(_go.transform, "starPre")
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--Util.ClearChild(starGrid.transform)
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local star,starType = heroData.GetStar(1)
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local starSize = Vector2.New(32.5,32.5)
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local starScale = -10
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if starType == 3 then
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starSize = Vector2.New(1,-16.12)
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starScale = -13.2
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elseif starType == 2 then
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starSize = Vector2.New(60,57)
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end
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-- SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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Util.SetParticleSortLayer(starGrid, this.sortingOrder + 1)
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--local cardBtn = Util.GetGameObject(_go.transform, "card(Clone)")
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SoulPrintManager.UnLockSoulPrintPos(heroData)
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local soulPrintIsOpen = table.nums(SoulPrintManager.hasUnlockPos)>=1
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if teamHero[heroData.dynamicId]~=nil then
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Util.GetGameObject(_go.transform, "card/choosed"):SetActive(true)
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local isCanShowSoulPrintPoint = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. heroData.dynamicId)
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soulPrintData = SoulPrintManager.GetSoulPrintAndSort(SoulPrintManager.soulPrintData)
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redPoint:SetActive(HeroManager.GetCurHeroIsShowRedPoint(heroData))
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else
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redPoint:SetActive(false)
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Util.GetGameObject(_go.transform, "card/choosed"):SetActive(false)
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end
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--Util.GetGameObject(_go.transform, "card/choosed"):SetActive(teamHero[heroData
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-- .dynamicId]~=nil)
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Util.AddOnceClick(Util.GetGameObject(_go.transform, "card"), function()
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this.OnClickEnterHeroInfo(heroData, HeroManager.heroSortedDatas,teamHero[heroData.dynamicId]~=nil)
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end)
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end
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function this:SetSelectBtn()
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this.selectBtn.transform:SetParent(tabs[proId].transform)
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this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
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Util.GetGameObject( this.selectBtn.transform, "Text"):GetComponent("Text").text=Util.GetGameObject( tabs[proId].transform, "Text"):GetComponent("Text").text
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end
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function this:SortHeroDatas(_heroDatas)
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table.sort(_heroDatas, function(a, b)
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--如果都在编队或都不在编队
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if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or (not teamHero[a.dynamicId] and not teamHero[b.dynamicId]) then
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--根据等级排列
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if sortType == SortTypeConst.Lv then
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--判断等级是否相同
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if a.lv == b.lv then
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--判断战力是否相同
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if a.warPower == b.warPower then
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local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
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local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
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if aGodLv == bGodLv then
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---判断星级是否相同
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if a.star == b.star then
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--返回图鉴排序
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return a.heroConfig.Sort < b.heroConfig.Sort
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else
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return a.star > b.star
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end
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else
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return aGodLv >bGodLv
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end
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else
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return a.warPower > b.warPower
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end
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else
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return a.lv > b.lv
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end
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--根据品阶排列
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elseif sortType==SortTypeConst.Natural then
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local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
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local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
|
||
if aGodLv == bGodLv then
|
||
--是否星级相同
|
||
if a.star == b.star then
|
||
--判断战力是否相同
|
||
if a.warPower == b.warPower then
|
||
--判断等级是否相同
|
||
if a.lv == b.lv then
|
||
--返回图鉴排序
|
||
return a.heroConfig.Sort < b.heroConfig.Sort
|
||
else
|
||
return a.lv > b.lv
|
||
end
|
||
else
|
||
return a.warPower > b.warPower
|
||
end
|
||
else
|
||
return a.star > b.star
|
||
end
|
||
else
|
||
return aGodLv >bGodLv
|
||
end
|
||
end
|
||
else
|
||
--一个在一个不在先返回在的+不在的
|
||
return teamHero[a.dynamicId] and not teamHero[b.dynamicId]
|
||
end
|
||
end)
|
||
end
|
||
|
||
function this.OnClickEnterHeroInfo(_curhero, _heros,isUpZhen)
|
||
UIManager.OpenPanel(UIName.RoleInfoPanel, _curhero, _heros,isUpZhen)
|
||
end
|
||
|
||
function this.GetRoleItemByName(name)
|
||
local targetItem
|
||
this.ScrollView:ForeachItemGO(function (index, go)
|
||
local itemName = Util.GetGameObject(go.transform, "card/name"):GetComponent("Text").text
|
||
if Util.GetGameObject(go.transform, "card/choosed").activeInHierarchy then
|
||
if not targetItem and name == itemName then
|
||
targetItem = go
|
||
return
|
||
end
|
||
end
|
||
if not targetItem and name == itemName then
|
||
targetItem = go
|
||
end
|
||
end)
|
||
return targetItem
|
||
end
|
||
|
||
--界面关闭时调用(用于子类重写)
|
||
function RoleListPanel:OnClose()
|
||
proId=0--面板关闭时 重置筛选按钮为全部
|
||
if isFristOpenTime then
|
||
isFristOpenTime:Stop()
|
||
isFristOpenTime = nil
|
||
end
|
||
|
||
end
|
||
|
||
--界面销毁时调用(用于子类重写)
|
||
function RoleListPanel:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
|
||
SubUIManager.Close(this.UpView)
|
||
SubUIManager.Close(this.BtView)
|
||
this.ScrollView = nil
|
||
|
||
if this.playerInfoView then
|
||
SubUIManager.Close(this.playerInfoView)
|
||
this.playerInfoView = nil
|
||
end
|
||
ClearRedPointObject(RedPointType.LikeabilityRed,this.haoganduRed)
|
||
|
||
end
|
||
|
||
return RoleListPanel
|
||
|