miduo_client/Assets/ManagedResources/~Lua/Modules/Guild/GuildFightAttackInfoPopup.lua

250 lines
9.0 KiB
Lua

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