407 lines
15 KiB
Lua
407 lines
15 KiB
Lua
require("Base/BasePanel")
|
||
FormationEditPopup = Inherit(BasePanel)
|
||
local this = FormationEditPopup
|
||
|
||
local chooseIndex=0
|
||
local choosedList={}
|
||
local deleteList={}
|
||
local curFormationIndex
|
||
local order=0
|
||
-- local orderImageTextList={}
|
||
-- 妖灵师等级限制显示
|
||
local _LimitLevel = 0
|
||
local _LimitNum = 0
|
||
local _BloodList = nil
|
||
|
||
-- local curFormation
|
||
local sortType = 1 -- 1:品阶 2:等级
|
||
local proId=0--0 全部 1 火 2风 3 水 4 地
|
||
local tabs = {}--筛选按钮
|
||
local maxNum =5 --最大上阵人数
|
||
local goList={} --当前英雄对应预设的集合
|
||
local func=nil --回调
|
||
|
||
function FormationEditPopup:InitComponent()
|
||
this.BtnBack = Util.GetGameObject(this.gameObject, "bg/btnBack")
|
||
this.BtnSure = Util.GetGameObject(this.gameObject, "bg/btnSure")
|
||
this.allBtn=Util.GetGameObject(this.gameObject,"bg/allBtn")
|
||
|
||
this.cardPre = Util.GetGameObject(this.gameObject, "item")
|
||
this.grid = Util.GetGameObject(this.gameObject, "bg/scroll")
|
||
this.desc=Util.GetGameObject(this.gameObject,"bg/desc"):GetComponent("Text")
|
||
|
||
--筛选按钮
|
||
for i = 0, 4 do
|
||
tabs[i] = Util.GetGameObject(this.gameObject, "bg/Tabs/Grid/Btn" .. i)
|
||
end
|
||
this.selectBtn = Util.GetGameObject(this.gameObject, "bg/Tabs/SelectBtn")
|
||
|
||
this.ShaiXuanBtn = Util.GetGameObject(self.gameObject, "bg/ShaiXuanBtn")
|
||
this.ShaiXuanBtnLv = Util.GetGameObject(self.gameObject, "bg/ShaiXuanBtn/Lv")
|
||
this.ShaiXuanBtnQu = Util.GetGameObject(self.gameObject, "bg/ShaiXuanBtn/Qu")
|
||
|
||
this.ScrollBar = Util.GetGameObject(self.gameObject, "bg/Scrollbar"):GetComponent("Scrollbar")
|
||
this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(self.gameObject, "scroll").transform,
|
||
this.cardPre, this.ScrollBar, Vector2.New(927.5, 927), 1, 5, Vector2.New(19.32, 40))
|
||
this.ScrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
|
||
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
|
||
this.ScrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
|
||
this.ScrollView.gameObject:GetComponent("RectTransform").pivot = Vector2.New(0.5, 0.5)
|
||
this.ScrollView.moveTween.MomentumAmount = 1
|
||
this.ScrollView.moveTween.Strength = 1
|
||
-- this.isHaveInTeam = false
|
||
end
|
||
|
||
function FormationEditPopup:BindEvent()
|
||
Util.AddClick(this.BtnBack, function()
|
||
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
|
||
Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out,0)
|
||
self:ClosePanel()
|
||
end)
|
||
|
||
--选定按钮
|
||
Util.AddClick(this.BtnSure, function()
|
||
local go=function()
|
||
Log(Language[10668])
|
||
local dids={}
|
||
for i, v in ipairs(choosedList) do
|
||
table.insert(dids,v.did)
|
||
end
|
||
if #choosedList <= maxNum and #choosedList > 0 then
|
||
NetManager.TrialHeroInfoSaveRequest(dids,function()
|
||
PopupTipPanel.ShowTip(Language[10669])
|
||
if func~=nil then --保存完毕后 将英雄did合集传递过去 此时我拥有这些英雄 不用担心英雄已被删除
|
||
func(dids)
|
||
end
|
||
self:ClosePanel()
|
||
end)
|
||
else
|
||
PopupTipPanel.ShowTip(Language[12323])
|
||
end
|
||
end
|
||
|
||
if #choosedList < maxNum and #choosedList > 0 then
|
||
MsgPanel.ShowTwo(Language[10670], nil, function()
|
||
go()
|
||
end)
|
||
else
|
||
go()
|
||
end
|
||
end)
|
||
|
||
--一键选择
|
||
Util.AddClick(this.allBtn,function()
|
||
for i, v in pairs(goList) do --先关闭全部选择项 清空选择列表
|
||
Util.GetGameObject(v, "choosed"):SetActive(false)
|
||
end
|
||
choosedList={}
|
||
--按战力从大到小排序
|
||
local heros = {}
|
||
if proId == ProIdConst.All then
|
||
heros = HeroManager.GetAllHeroDatas(_LimitLevel)
|
||
else
|
||
heros = HeroManager.GetHeroDataByProperty(proId, _LimitLevel)
|
||
end
|
||
table.sort(heros,function(a,b)
|
||
local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower]
|
||
local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower]
|
||
if aWarPower==bWarPower then
|
||
return a.id>b.id
|
||
else
|
||
return aWarPower>bWarPower
|
||
end
|
||
end)
|
||
--将战力前5英雄选中赋值
|
||
for j = 1, maxNum do
|
||
local go
|
||
for k, v in pairs(goList) do
|
||
if k and heros[j] and k==heros[j].dynamicId then --goList的键值是英雄did 若它与当前英雄列表中的did相等
|
||
go=Util.GetGameObject(v, "choosed")
|
||
go.gameObject:SetActive(true)
|
||
end
|
||
end
|
||
order=order+1
|
||
if heros[j] then --若存在该索引 就插入数据(当我筛选某一元素时,该元素英雄长度可能不为5)
|
||
table.insert(choosedList,{did = heros[j].dynamicId, choosed = go,position=order})
|
||
end
|
||
end
|
||
LogRed(#choosedList)
|
||
this.RefreshDesc()
|
||
end)
|
||
|
||
--筛选按钮
|
||
for i = 0, 4 do
|
||
Util.AddClick(tabs[i], function()
|
||
if i == proId then
|
||
proId=ProIdConst.All
|
||
else
|
||
proId=i
|
||
end
|
||
this.OnClickTabBtn(proId)
|
||
end)
|
||
end
|
||
--品阶等级筛选
|
||
Util.AddClick(this.ShaiXuanBtn, function()
|
||
if sortType == SortTypeConst.Lv then
|
||
sortType = SortTypeConst.Natural
|
||
else
|
||
sortType = SortTypeConst.Lv
|
||
end
|
||
this.ShaiXuanBtnLv:SetActive(sortType ~= SortTypeConst.Lv)
|
||
this.ShaiXuanBtnQu:SetActive(sortType ~= SortTypeConst.Natural)
|
||
this.OnClickTabBtn(proId)
|
||
end)
|
||
end
|
||
|
||
function FormationEditPopup:AddListener()
|
||
end
|
||
|
||
function FormationEditPopup:RemoveListener()
|
||
end
|
||
|
||
function FormationEditPopup:OnOpen(...)
|
||
local args={...}
|
||
func=args[1]
|
||
-- curFormationIndex = formationIndex
|
||
-- _LimitLevel = limitLevel or 0
|
||
-- _LimitNum = limitNum or 1
|
||
-- logErrorTrace("限制等级是" .. limitLevel)
|
||
|
||
choosedList ={}
|
||
-- curFormation = FormationManager.GetFormationByID(curFormationIndex)
|
||
|
||
-- for j = 1, #curFormation.teamHeroInfos do
|
||
-- local teamInfo = curFormation.teamHeroInfos[j]
|
||
-- table.insert(choosedList, {did =teamInfo.heroId, choosed = 0,position=teamInfo.position})
|
||
-- end
|
||
|
||
order = 0--#curFormation.teamHeroInfos
|
||
sortType = SortTypeConst.Lv
|
||
proId = ProIdConst.All
|
||
this.OnClickTabBtn(proId)
|
||
this.ShaiXuanBtnLv:SetActive(sortType ~= SortTypeConst.Lv)
|
||
this.ShaiXuanBtnQu:SetActive(sortType ~= SortTypeConst.Natural)
|
||
end
|
||
|
||
function FormationEditPopup:OnClose()
|
||
|
||
end
|
||
|
||
function FormationEditPopup:OnDestroy()
|
||
this.ScrollView = nil
|
||
end
|
||
|
||
|
||
--点击页签__根据sortType和职业属性/类型进行排序
|
||
function this.OnClickTabBtn(_proId)
|
||
local heros
|
||
this.selectBtn:SetActive(proId ==_proId)
|
||
this.selectBtn.transform:SetParent(tabs[_proId].transform)
|
||
this.selectBtn.transform:DOAnchorPos(Vector3.zero,0)
|
||
this.selectBtn.transform:DOScale(Vector3.one,0)
|
||
if _proId == ProIdConst.All then
|
||
heros = HeroManager.GetAllHeroDatas(_LimitLevel)
|
||
else
|
||
heros = HeroManager.GetHeroDataByProperty(_proId, _LimitLevel)
|
||
end
|
||
this.SetRoleList(heros)
|
||
this.RefreshDesc()
|
||
end
|
||
|
||
--设置英雄列表数据
|
||
function this.SetRoleList(_roleDatas)
|
||
this:SortHeroDatas(_roleDatas)
|
||
-- curFormation = FormationManager.formationList[curFormationIndex]
|
||
goList={}
|
||
-- orderImageTextList={}
|
||
this.ScrollView:SetData(_roleDatas, function(index, go)
|
||
this.SingleHeroDataShow(go, _roleDatas[index])
|
||
end)
|
||
end
|
||
--设置单个英雄数据
|
||
function this.SingleHeroDataShow(_go, _heroData)
|
||
local heroData = _heroData
|
||
local go = _go
|
||
goList[heroData.dynamicId]=go
|
||
local choosed = Util.GetGameObject(go, "choosed")
|
||
-- local orderImage= Util.GetGameObject(go, "orderImage")
|
||
-- local orderImageText=Util.GetGameObject(go, "orderImage/orderImageText"):GetComponent("Text")
|
||
choosed:SetActive(false)
|
||
-- orderImage:SetActive(false)
|
||
-- orderImageText.text=""
|
||
for i,v in ipairs(choosedList) do
|
||
if(heroData.dynamicId==v.did) then
|
||
choosed:SetActive(true)
|
||
-- orderImage:SetActive(true)
|
||
-- orderImageText.text=v.position
|
||
-- table.insert(orderImageTextList,orderImageText)
|
||
end
|
||
end
|
||
|
||
Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
|
||
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
|
||
Util.GetGameObject(go, "lv/Text"):GetComponent("Text").text = heroData.lv
|
||
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
|
||
-- Util.GetGameObject(go, "posIcon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
|
||
Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||
-- Util.GetGameObject(go, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
|
||
|
||
--剩余血量 无尽副本才显示
|
||
local hpExp = Util.GetGameObject(go, "hpExp")
|
||
local heroHp = FormationManager.GetFormationHeroHp(curFormationIndex, heroData.dynamicId)
|
||
local starGrid = Util.GetGameObject(go, "star")
|
||
local starPre = Util.GetGameObject(go, "starPre")
|
||
SetHeroStars(starGrid, heroData.star)
|
||
this.SetHeroBlood(hpExp, heroHp, go)
|
||
--hpExp:SetActive(false)
|
||
--hpExp:GetComponent("Slider").value = 0.5
|
||
-- Click On
|
||
Util.AddOnceClick(go, function()
|
||
for k, v in ipairs(choosedList) do
|
||
if v.did == heroData.dynamicId then
|
||
--选择的条目已存在,移除选择的item
|
||
choosed:SetActive(false)
|
||
-- orderImage:SetActive(false)
|
||
-- orderImageText.text=""
|
||
table.remove(choosedList,k)
|
||
order=order-1
|
||
-- table.remove(orderImageTextList,k)
|
||
chooseIndex=v.position
|
||
|
||
for i,v in ipairs(choosedList) do
|
||
if(choosedList[i].position>chooseIndex) then
|
||
choosedList[i].position=v.position-1
|
||
end
|
||
end
|
||
this.OnClickTabBtn(proId)
|
||
return
|
||
end
|
||
end
|
||
-- 当前可选的最大上阵人数
|
||
maxNum = 5--ActTimeCtrlManager.MaxArmyNum()
|
||
if #choosedList >= maxNum then
|
||
-- if maxNum < 5 then
|
||
-- PopupTipPanel.ShowTip(ActTimeCtrlManager.NextArmCondition())
|
||
-- end
|
||
PopupTipPanel.ShowTip(Language[10671])
|
||
return
|
||
end
|
||
|
||
-- 判断是否有血量
|
||
if heroHp and heroHp <= 0 then PopupTipPanel.ShowTip(Language[10672]) return end
|
||
|
||
choosed:SetActive(true)
|
||
-- orderImage:SetActive(true)
|
||
order=order+1
|
||
table.insert(choosedList, {did = heroData.dynamicId, choosed = choosed, position=order})
|
||
-- table.insert(orderImageTextList,orderImageText)
|
||
this.OnClickTabBtn(proId)
|
||
choosedList[heroData.dynamicId] = choosed
|
||
end)
|
||
|
||
Util.AddLongPressClick(go, function()
|
||
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
|
||
end, 0.5)
|
||
end
|
||
|
||
--刷新描述信息
|
||
function this.RefreshDesc()
|
||
this.desc.text=string.format(Language[10673],maxNum,#choosedList,maxNum)
|
||
end
|
||
|
||
|
||
-- 设置妖灵师血量
|
||
function this.SetHeroBlood(hpExp, heroHp, go)
|
||
if heroHp then
|
||
hpExp:SetActive(true)
|
||
hpExp:GetComponent("Slider").value = heroHp
|
||
Util.SetGray(go, heroHp <= 0)
|
||
else
|
||
hpExp:SetActive(false)
|
||
end
|
||
end
|
||
|
||
function this:SortHeroDatas(_heroDatas)
|
||
local choosed = {}
|
||
local dieHeros = {}
|
||
-- local curFormation = FormationManager.GetFormationByID(curFormationIndex)
|
||
for i = 1, #_heroDatas do
|
||
local heroHp = FormationManager.GetFormationHeroHp(curFormationIndex, _heroDatas[i].dynamicId)
|
||
if heroHp then
|
||
if heroHp <= 0 then
|
||
dieHeros[_heroDatas[i].dynamicId] = _heroDatas[i].dynamicId
|
||
end
|
||
end
|
||
end
|
||
-- for j = 1, #curFormation.teamHeroInfos do
|
||
-- local teamInfo = curFormation.teamHeroInfos[j]
|
||
-- choosed[teamInfo.heroId] = j
|
||
-- end
|
||
|
||
table.sort(_heroDatas, function(a, b)
|
||
if (choosed[a.dynamicId] and choosed[b.dynamicId]) or
|
||
(not choosed[a.dynamicId] and not choosed[b.dynamicId])
|
||
then
|
||
if (dieHeros[a.dynamicId] and dieHeros[b.dynamicId]) or
|
||
(not dieHeros[a.dynamicId] and not dieHeros[b.dynamicId])
|
||
then
|
||
if sortType == SortTypeConst.Natural then
|
||
if a.heroConfig.Natural == b.heroConfig.Natural then
|
||
if a.heroConfig.Quality == b.heroConfig.Quality then
|
||
if a.star == b.star then
|
||
if a.lv == b.lv then
|
||
if a.id == b.id then
|
||
return a.sortId > b.sortId
|
||
else
|
||
return a.id > b.id
|
||
end
|
||
else
|
||
return a.lv > b.lv
|
||
end
|
||
else
|
||
return a.star > b.star
|
||
end
|
||
else
|
||
return a.heroConfig.Quality > b.heroConfig.Quality
|
||
end
|
||
else
|
||
return a.heroConfig.Natural > b.heroConfig.Natural
|
||
end
|
||
else
|
||
if a.lv == b.lv then
|
||
if a.heroConfig.Quality == b.heroConfig.Quality then
|
||
if a.star == b.star then
|
||
if a.heroConfig.Natural == b.heroConfig.Natural then
|
||
if a.id == b.id then
|
||
return a.sortId > b.sortId
|
||
else
|
||
return a.id > b.id
|
||
end
|
||
else
|
||
return a.heroConfig.Natural > b.heroConfig.Natural
|
||
end
|
||
else
|
||
return a.star > b.star
|
||
end
|
||
else
|
||
return a.heroConfig.Quality > b.heroConfig.Quality
|
||
end
|
||
else
|
||
return a.lv > b.lv
|
||
end
|
||
end
|
||
else
|
||
return not dieHeros[a.dynamicId] and dieHeros[b.dynamicId]
|
||
end
|
||
else
|
||
return choosed[a.dynamicId] and not choosed[b.dynamicId]
|
||
end
|
||
end)
|
||
end
|
||
|
||
function this.OnClickEnterHeroInfo(_curhero, _heros)
|
||
UIManager.OpenPanel(UIName.RoleInfoPanel, _curhero, _heros)
|
||
end
|
||
|
||
|
||
return FormationEditPopup |