250 lines
9.0 KiB
Lua
250 lines
9.0 KiB
Lua
require("Base/BasePanel")
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local GuildFightAttackInfoPopup = Inherit(BasePanel)
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local this = GuildFightAttackInfoPopup
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-- Tab管理器
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local TabBox = require("Modules/Common/TabBox")
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local _TabFontColor = { default = Color.New(168 / 255, 168 / 255, 167 / 255, 1),
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select = Color.New(250 / 255, 227 / 255, 175 / 255, 1) }
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local _TabSprite = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001"}
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local _TabData = {
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[1] = { type = GUILD_BUILD_TYPE.HOUSE, name = Language[10854], starSettingIndex = 1},
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[2] = { type = GUILD_BUILD_TYPE.STORE, name = Language[10074], starSettingIndex = 3},
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[3] = { type = GUILD_BUILD_TYPE.LOGO, name = Language[10855], starSettingIndex = 2},
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}
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-- 头像管理
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local _PlayerHeadList = {}
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local _StarList = {}
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--初始化组件(用于子类重写)
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function GuildFightAttackInfoPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.btnBack = Util.GetGameObject(self.transform, "btnBack")
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this.tabbox = Util.GetGameObject(self.transform, "top")
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this.starBox = Util.GetGameObject(self.transform, "content/defend/allStar/box")
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this.star = Util.GetGameObject(self.transform, "content/defend/allStar/box/star")
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this.starTitle = Util.GetGameObject(self.transform, "content/defend/allStar/title"):GetComponent("Text")
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this.starTip = Util.GetGameObject(self.transform, "content/defend/allStar/tip"):GetComponent("Text")
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this.buffTitle = Util.GetGameObject(self.transform, "content/defend/tip_1/Text"):GetComponent("Text")
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this.buffList = Util.GetGameObject(self.transform, "content/defend/bufflist")
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this.buffTip = Util.GetGameObject(self.transform, "content/defend/buffTip")
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this.buffNodeList = {}
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for i = 1, 4 do
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this.buffNodeList[i] = Util.GetGameObject(this.buffList, "buff_"..i)
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end
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Util.GetGameObject(self.transform, "content/defend/btnDefend"):SetActive(false)
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this.scrollRoot = Util.GetGameObject(self.transform, "content/defend/scrollpos")
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this.scrollItem = Util.GetGameObject(this.scrollRoot, "mem")
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this.empty = Util.GetGameObject(this.scrollRoot, "empty")
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end
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--绑定事件(用于子类重写)
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function GuildFightAttackInfoPopup:BindEvent()
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Util.AddClick(this.btnBack, function()
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PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
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this:ClosePanel()
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end)
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-- 初始化Tab管理器
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.OnTabChange)
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this.TabCtrl:Init(this.tabbox, _TabData)
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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 GuildFightAttackInfoPopup: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 GuildFightAttackInfoPopup:RemoveListener()
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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 GuildFightAttackInfoPopup:OnOpen(guildType)
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this._GuildType = guildType
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end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function GuildFightAttackInfoPopup:OnShow()
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if this.TabCtrl then
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this.TabCtrl:ChangeTab(this._CurIndex or 1)
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end
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end
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-- tab节点显示自定义
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function this.TabAdapter(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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Util.GetGameObject(tab,"Img"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabSprite[status])
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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end
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-- tab改变回调事件
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function this.OnTabChange(index, lastIndex)
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-- 设置显示
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this._CurIndex = index
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this._CurBuildType = _TabData[index].type
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this.RefreshBaseShow()
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this.RefreshAttackListShow()
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end
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-- 刷新基础显示
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function this.RefreshBaseShow()
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-- 文本
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local buildStr = _TabData[this._CurIndex].name
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this.starTitle.text = string.format(Language[10856], buildStr)
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this.starTip.text = string.format(Language[10857], buildStr)
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this.buffTitle.text = string.format(Language[10858], buildStr)
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-- 星星
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local guildSetting = ConfigManager.GetConfigData(ConfigName.GuildSetting, 1)
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local starSettingIndex = _TabData[this._CurIndex].starSettingIndex
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local buildStarNum = guildSetting.BuildingStar[starSettingIndex]
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local maxNum = math.max(buildStarNum, #_StarList)
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for i = 1, maxNum do
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if not _StarList[i] then
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_StarList[i] = newObjToParent(this.star, this.starBox)
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end
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_StarList[i]:SetActive(i <= buildStarNum)
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end
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-- buff
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--TODO:buff详情展示
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if not this._GuildType then return end
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local propList = GuildFightManager.GetAttackStageBuildBuffData(this._GuildType, this._CurBuildType)
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if not propList then
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Log("未找到建筑buff信息")
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return
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end
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this.buffTip:SetActive(false)
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this.buffList:SetActive(true)
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for i, node in ipairs(this.buffNodeList) do
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local prop = propList[i]
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if prop then
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local propInfo = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop.id)
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if propInfo then
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node:SetActive(true)
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-- 显示内容
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local val = prop.value
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local express1 = val >= 0 and "+" or ""
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local express2 = ""
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if propInfo.Style == 2 then
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val = val / 100
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express2 = "%"
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end
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Util.GetGameObject(node, "Text"):GetComponent("Text").text = GetLanguageStrById(propInfo.Info) .. express1..val..express2
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local lastStr = ""
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if propInfo.IfBuffShow == 1 then
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lastStr = prop.value >= 0 and "_Up" or "_Down"
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end
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node:GetComponent("Image").sprite = this.spLoader:LoadSprite(propInfo.BuffShow .. lastStr)
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else
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Log("未找到属性信息, propId = "..prop.id)
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node:SetActive(false)
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end
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else
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node:SetActive(false)
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end
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end
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end
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-- 刷新列表显示
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function this.RefreshAttackListShow()
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-- 创建滚动
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if not this.scrollView then
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local height = this.scrollRoot.transform.rect.height
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local width = this.scrollRoot.transform.rect.width
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this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.scrollRoot.transform,
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this.scrollItem, nil, Vector2.New(width, height), 1, 1, Vector2.New(0,0))
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this.scrollView.moveTween.Strength = 2
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end
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local datalist = GuildFightManager.GetAttackStageBuildDefendData(this._GuildType, this._CurBuildType)
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if #datalist ~= 0 then
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this.scrollView:SetData(datalist, function(index, go)
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this.AttackItemAdapter(go, datalist[index])
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end)
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this.empty:SetActive(false)
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this.scrollView.gameObject:SetActive(true)
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else
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this.empty:SetActive(true)
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this.scrollView.gameObject:SetActive(false)
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end
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end
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-- 防守数据节点数据匹配
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function this.AttackItemAdapter(item, data)
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local bg = Util.GetGameObject(item, "bg")
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local headpos = Util.GetGameObject(item, "head")
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local nameText = Util.GetGameObject(item, "name"):GetComponent("Text")
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local powerText = Util.GetGameObject(item, "power"):GetComponent("Text")
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local professText = Util.GetGameObject(item, "pos"):GetComponent("Text")
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local numText = Util.GetGameObject(item, "num"):GetComponent("Text")
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local memData = data.userInfo
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nameText.text = memData.userName
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professText.text = GUILD_GRANT_STR[memData.position]
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powerText.text = memData.soulForce
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numText.text = data.starCount
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-- 头像
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if not _PlayerHeadList[item] then
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_PlayerHeadList[item] = SubUIManager.Open(SubUIConfig.PlayerHeadView, headpos.transform)
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end
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_PlayerHeadList[item]:Reset()
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_PlayerHeadList[item]:SetScale(Vector3.one * 0.6)
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_PlayerHeadList[item]:SetHead(memData.head)
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_PlayerHeadList[item]:SetFrame(memData.frame)
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_PlayerHeadList[item]:SetLayer(this.sortingOrder)
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_PlayerHeadList[item]:SetGray(data.starCount <= 0)
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_PlayerHeadList[item]:SetEffectScale(0.75)
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-- 添加点击事件
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Util.AddOnceClick(bg, function()
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if data.starCount <= 0 then
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PopupTipPanel.ShowTip(Language[10859])
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return
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end
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local memType = nil
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if this._GuildType == GUILD_FIGHT_GUILD_TYPE.MY then
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memType = GUILD_MEM_POPUP_TYPE.ATTACK_MY_DEFEND
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elseif this._GuildType == GUILD_FIGHT_GUILD_TYPE.ENEMY then
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memType = GUILD_MEM_POPUP_TYPE.ATTACK_ENEMY_DEFEND
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end
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if not memType then return end
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UIManager.OpenPanel(UIName.GuildMemberInfoPopup, memType, memData.roleUid, data.starCount)
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end)
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end
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--界面关闭时调用(用于子类重写)
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function GuildFightAttackInfoPopup:OnClose()
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end
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--界面销毁时调用(用于子类重写)
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function GuildFightAttackInfoPopup:OnDestroy()
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this.spLoader:Destroy()
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-- 头像回收
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for _, playerHead in pairs(_PlayerHeadList) do
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playerHead:Recycle()
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end
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_PlayerHeadList = {}
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this.scrollView = nil
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-- 星星
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_StarList = {}
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end
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return GuildFightAttackInfoPopup
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