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

479 lines
17 KiB
Lua

require("Base/BasePanel")
local GuildFightPopup = Inherit(BasePanel)
local this = GuildFightPopup
-- 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] = { name = Language[10587] },
[2] = { name = Language[10025] },
[3] = { name = Language[10073] },
}
local STAGE_STATUS = {
UN_START = 1,
DOING = 2,
OVER = 3,
}
-- 头像管理
local _PlayerHeadList = {}
-- 物品管理
local _ItemViewList = {}
-- 状态配置
local _StatusConfig = {
[STAGE_STATUS.UN_START] = {isShowBg = false, nameBg = "r_gonghui_jieduandi02", tip = Language[10117],
nameColor = Color.New(67/255, 59/255, 56/255, 1),
tipColor = Color.New(68/255, 63/255, 60/255, 1),},
[STAGE_STATUS.DOING] = {isShowBg = true, nameBg = "r_gonghui_jieduandi01", tip = Language[10867],
nameColor = Color.New(163/255, 99/255, 42/255, 1),
tipColor = Color.New(210/255, 166/255, 109/255, 1),},
[STAGE_STATUS.OVER] = {isShowBg = false, nameBg = "r_gonghui_jieduandi02", tip = Language[10119],
nameColor = Color.New(67/255, 59/255, 56/255, 1),
tipColor = Color.New(148/255, 131/255, 93/255, 1),},
}
-- 帮助配置
local _HelpTypeConfig = {
[GUILD_FIGHT_STAGE.DEFEND] = {type = HELP_TYPE.GuildDefend, title = Language[10868]},
[GUILD_FIGHT_STAGE.MATCHING] = {type = HELP_TYPE.GuildMatching, title = Language[10869]},
[GUILD_FIGHT_STAGE.ATTACK] = {type = HELP_TYPE.GuildAttack, title = Language[10870]},
[GUILD_FIGHT_STAGE.COUNTING] = {type = HELP_TYPE.GuildCounting, title = Language[10871]},
}
--初始化组件(用于子类重写)
function GuildFightPopup:InitComponent()
this.spLoader = SpriteLoader.New()
this.btnBack = Util.GetGameObject(self.transform, "btnBack")
this.tabbox = Util.GetGameObject(self.transform, "top")
this.fightPanel = Util.GetGameObject(self.transform, "content/fight")
this.rankPanel = Util.GetGameObject(self.transform, "content/rank")
this.rewardPanel = Util.GetGameObject(self.transform, "content/reward")
this.stageNode = {}
this.stageNode[GUILD_FIGHT_STAGE.DEFEND] = Util.GetGameObject(this.fightPanel, "stage_1/bg")
this.stageNode[GUILD_FIGHT_STAGE.MATCHING] = Util.GetGameObject(this.fightPanel, "stage_2/bg")
this.stageNode[GUILD_FIGHT_STAGE.ATTACK] = Util.GetGameObject(this.fightPanel, "stage_3/bg")
this.stageNode[GUILD_FIGHT_STAGE.COUNTING] = Util.GetGameObject(this.fightPanel, "stage_4/bg")
this.myGuildInfo = Util.GetGameObject(this.fightPanel, "stage_2/bg/my")
this.enemyGuildInfo = Util.GetGameObject(this.fightPanel, "stage_2/bg/enemy")
--this.unstartPanel = Util.GetGameObject(this.fightPanel, "unstart")
--this. = Util.GetGameObject(this.fightPanel, "unstart/tip"):GetComponent("Text")
this.unstartTime = Util.GetGameObject(this.fightPanel, "Time"):GetComponent("Text")
this.rankScrollRoot = Util.GetGameObject(this.rankPanel, "scrollpos")
this.rankItem = Util.GetGameObject(this.rankPanel, "scrollpos/mem")
this.empty = Util.GetGameObject(this.rankPanel, "empty")
this.rewardScrollRoot = Util.GetGameObject(this.rewardPanel, "scrollpos")
this.rewardItem = Util.GetGameObject(this.rewardPanel, "scrollpos/reward")
-- 帮助界面
this.helpPanel = Util.GetGameObject(self.transform, "log")
this.helpTitle = Util.GetGameObject(this.helpPanel, "bg/top/Title"):GetComponent("Text")
this.helpContent = Util.GetGameObject(this.helpPanel, "bg/content")
this.helpItem = Util.GetGameObject(this.helpPanel, "bg/content/Text")
end
--绑定事件(用于子类重写)
function GuildFightPopup:BindEvent()
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
this:ClosePanel()
end)
for stage, node in pairs(this.stageNode) do
Util.AddClick(node, function()
this.helpPanel:SetActive(true)
this.RefreshLogShow(stage)
end)
end
Util.AddClick(this.helpPanel, function()
this.helpPanel:SetActive(false)
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 GuildFightPopup:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshFightPanelShow)
Game.GlobalEvent:AddEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshFightBothInfo)
end
--移除事件监听(用于子类重写)
function GuildFightPopup:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.FightBaseDataUpdate, this.RefreshFightPanelShow)
Game.GlobalEvent:RemoveEvent(GameEvent.GuildFight.EnemyBaseDataUpdate, this.RefreshFightBothInfo)
end
--界面打开时调用(用于子类重写)
function GuildFightPopup:OnOpen(...)
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 GuildFightPopup:OnShow()
if this.TabCtrl then
this.TabCtrl:ChangeTab(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.fightPanel:SetActive(index == 1)
this.rankPanel:SetActive(index == 2)
this.rewardPanel:SetActive(index == 3)
if index == 1 then
this.RefreshFightPanelShow()
elseif index == 2 then
GuildFightManager.RequestGuildFightAttackLogData(0, function()
this.RefreshRankShow()
end)
elseif index == 3 then
this.RefreshRewardShow()
end
end
-- 刷新公会战信息
function this.RefreshFightPanelShow()
this.RefreshStageShow()
--this.RefreshFightBothInfo()
end
-- 刷新公会战阶段提示信息
function this.RefreshStageShow()
this._CountTimeTip = nil
local guildFightData = GuildFightManager.GetGuildFightData()
local _CurStage = guildFightData.type
local _IsShowTime = _CurStage == GUILD_FIGHT_STAGE.UN_START or _CurStage == GUILD_FIGHT_STAGE.EMPTEY
-- 判断公会战是否开始
if _IsShowTime then
-- 开始吧
this._TimeUpdate()
if not this._TimeCounter then
this._TimeCounter = Timer.New(this._TimeUpdate, 1, -1, true)
this._TimeCounter:Start()
end
end
-- tip 显示
for stage, node in ipairs(this.stageNode) do
local tip = Util.GetGameObject(node, "tip"):GetComponent("Text")
local namebg = Util.GetGameObject(node, "namebg"):GetComponent("Image")
local name = Util.GetGameObject(namebg.gameObject, "name"):GetComponent("Text")
local bg = node:GetComponent("Image")
-- 判断状态
local status = STAGE_STATUS.UN_START
if _CurStage > stage then
status = STAGE_STATUS.OVER
elseif _CurStage == stage then
status = STAGE_STATUS.DOING
end
local config = _StatusConfig[status]
bg.enabled = config.isShowBg
namebg.sprite = this.spLoader:LoadSprite(config.nameBg)
name.color = config.nameColor
tip.text = config.tip
tip.color = config.tipColor
if status == STAGE_STATUS.DOING then
-- 开始吧
this._CountTimeTip = tip
this._TimeUpdate()
if not this._TimeCounter then
this._TimeCounter = Timer.New(this._TimeUpdate, 1, -1, true)
this._TimeCounter:Start()
end
end
--
--if stage == GUILD_FIGHT_STAGE.MATCHING then
-- -- 没有敌方数据
-- local enemyGuildData = GuildFightManager.GetEnemyBaseData()
-- namebg.gameObject:SetActive(enemyGuildData == nil)
--end
end
end
-- 刷新公会战双方信息
function this.RefreshFightBothInfo()
local guildFightData = GuildFightManager.GetGuildFightData()
local _CurStage = guildFightData.type
local _JoinType = guildFightData.joinType
-- 轮空不显示敌方公会信息
if _JoinType == 0 or _CurStage == GUILD_FIGHT_STAGE.UN_START or _CurStage == GUILD_FIGHT_STAGE.DEFEND then
this.myGuildInfo:SetActive(false)
this.enemyGuildInfo:SetActive(false)
return
end
-- 没有敌方数据
local enemyGuildData = GuildFightManager.GetEnemyBaseData()
if not enemyGuildData then
this.myGuildInfo:SetActive(false)
this.enemyGuildInfo:SetActive(false)
return
end
-- 显示
this.myGuildInfo:SetActive(true)
this.enemyGuildInfo:SetActive(true)
-- 敌方数据显示
this.GuildBaseInfoAdapter(this.enemyGuildInfo, enemyGuildData)
-- 我方数据显示
local myGuildData = GuildFightManager.GetMyBaseData()
this.GuildBaseInfoAdapter(this.myGuildInfo, myGuildData)
end
-- 公会基础数据匹配
function this.GuildBaseInfoAdapter(node, data)
local nameText = Util.GetGameObject(node, "name"):GetComponent("Text")
local levelText = Util.GetGameObject(node, "level"):GetComponent("Text")
local starText = Util.GetGameObject(node, "starNum"):GetComponent("Text")
local logoSpr = Util.GetGameObject(node, "icon"):GetComponent("Image")
nameText.text = data.name
levelText.text = data.level
-- 星星数量显示
starText.text = data.totalStar
local logoName = GuildManager.GetLogoResName(data.pictureId)
logoSpr.sprite = this.spLoader:LoadSprite(logoName)
end
-- 获取排名
function this.RefreshRankShow()
local rankList = GuildFightManager.GetGuildFightAttackLogData(0)
if not rankList then return end
-- 创建滚动
if not this.rankScroll then
local height = this.rankScrollRoot.transform.rect.height
local width = this.rankScrollRoot.transform.rect.width
this.rankScroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rankScrollRoot.transform,
this.rankItem, nil, Vector2.New(width, height), 1, 1, Vector2.New(0,0))
this.rankScroll.moveTween.Strength = 2
end
this.rankScroll:SetData(rankList, function(index, go)
this.RankItemAdapter(go, rankList[index])
end)
this.rankScroll:SetIndex(1)
this.empty:SetActive(#rankList == 0)
end
-- 排名节点数据匹配
function this.RankItemAdapter(node, data)
local rank = Util.GetGameObject(node, "rank"):GetComponent("Image")
local rankNum = Util.GetGameObject(node, "rank/num"):GetComponent("Text")
local head = Util.GetGameObject(node, "head")
local name = Util.GetGameObject(node, "name"):GetComponent("Text")
local pos = Util.GetGameObject(node, "pos"):GetComponent("Text")
local count = Util.GetGameObject(node, "count"):GetComponent("Text")
local starNum = Util.GetGameObject(node, "num"):GetComponent("Text")
-- 排名
if data.rank <= 3 then
rank.sprite = this.spLoader:LoadSprite("r_playerrumble_paiming_0"..data.rank)
--rank:SetNativeSize()
rankNum.gameObject:SetActive(false)
else
rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
--rank.transform.sizeDelta = Vector2.New(120, 120)
rankNum.gameObject:SetActive(true)
end
rankNum:GetComponent("Text").text = data.rank
name:GetComponent("Text").text = data.name
pos:GetComponent("Text").text = GUILD_GRANT_STR[data.position]
count:GetComponent("Text").text = data.attackCount..Language[10048]
starNum:GetComponent("Text").text = data.starCount
-- 头像
if not _PlayerHeadList[node] then
_PlayerHeadList[node] = SubUIManager.Open(SubUIConfig.PlayerHeadView, head.transform)
end
_PlayerHeadList[node]:Reset()
_PlayerHeadList[node]:SetScale(Vector3.one * 0.6)
_PlayerHeadList[node]:SetHead(data.head)
_PlayerHeadList[node]:SetFrame(data.headFrame)
_PlayerHeadList[node]:SetLayer(this.sortingOrder)
_PlayerHeadList[node]:SetEffectScale(0.75)
end
-- 刷新排名奖励
function this.RefreshRewardShow()
local rewardList = GuildFightManager.GetGuildFightRewardData()
if not rewardList then return end
-- 创建滚动
if not this.rewardScroll then
local height = this.rewardScrollRoot.transform.rect.height
local width = this.rewardScrollRoot.transform.rect.width
this.rewardScroll = SubUIManager.Open(SubUIConfig.ScrollCycleView, this.rewardScrollRoot.transform,
this.rewardItem, nil, Vector2.New(width, height), 1, 1, Vector2.New(0,0))
this.rewardScroll.moveTween.Strength = 2
end
this.rewardScroll:SetData(rewardList, function(index, go)
this.RewardItemAdapter(go, rewardList[index])
end)
this.rewardScroll:SetIndex(1)
end
-- 节点数据匹配
function this.RewardItemAdapter(item, data)
local rank = Util.GetGameObject(item, "rank"):GetComponent("Image")
local rankNum = Util.GetGameObject(item, "rank/num"):GetComponent("Text")
local box = Util.GetGameObject(item, "box")
-- 排名
if data.RankMin <= 3 then
rank.sprite = this.spLoader:LoadSprite("r_playerrumble_paiming_0"..data.RankMin)
rankNum.gameObject:SetActive(false)
rank.transform.sizeDelta = Vector2.New(100, 100)
elseif data.RankMin == data.RankMax then
rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
rankNum.gameObject:SetActive(true)
rank.transform.sizeDelta = Vector2.New(100, 100)
rankNum.text = data.RankMin
elseif data.RankMin ~= data.RankMax then
rank.sprite = this.spLoader:LoadSprite("r_hero_zhuangbeidi")
rankNum.gameObject:SetActive(true)
rank.transform.sizeDelta = Vector2.New(200, 100)
rankNum.text = data.RankMin .. "~" .. data.RankMax
end
local itemDataList = {}
local ss = string.split(data.Reward, "|")
for i=1, #ss do
local arr = string.split(ss[i], "#")
for j = 1, #arr do
arr[j] = tonumber(arr[j])
end
table.insert(itemDataList, arr)
end
for index, reward in ipairs(itemDataList) do
if not _ItemViewList[item] then
_ItemViewList[item] = {}
end
if not _ItemViewList[item][index] then
_ItemViewList[item][index] = SubUIManager.Open(SubUIConfig.ItemView, box.transform)
end
_ItemViewList[item][index]:OnOpen(false,reward,0.7,false,false,false,this.selfsortingOrder)
end
end
-- 计时显示
function this._TimeUpdate()
local guildFightData = GuildFightManager.GetGuildFightData()
local stage = guildFightData.type
local startTime = guildFightData.startTime
local curTime = GetTimeStamp()
if stage == GUILD_FIGHT_STAGE.UN_START then
local leftTime = startTime - curTime
leftTime = leftTime < 0 and 0 or leftTime
this.unstartTime.text = Language[10872]..TimeToHMS(leftTime)
elseif stage == GUILD_FIGHT_STAGE.EMPTEY then
local roundEndTime = guildFightData.roundEndTime
local leftTime = roundEndTime - curTime
leftTime = leftTime < 0 and 0 or leftTime
this.unstartTime.text = Language[10873]..TimeToHMS(leftTime)
--this._CountTimeTip.text = TimeToHMS(leftTime)
else
this.unstartTime.text = Language[10874]
end
if this._CountTimeTip then
local roundEndTime = guildFightData.roundEndTime
local leftTime = roundEndTime - curTime
leftTime = leftTime < 0 and 0 or leftTime
this._CountTimeTip.text = string.format(_StatusConfig[STAGE_STATUS.DOING].tip, TimeToHMS(leftTime))
end
end
-- 刷新公会日志
local _HelpItemList = {}
function this.RefreshLogShow(stageType)
local config = _HelpTypeConfig[stageType]
this.helpTitle.text = config.title
local helpData = ConfigManager.GetConfigData(ConfigName.QAConfig, config.type)
local str = GetLanguageStrById(helpData.content)
str = string.gsub(str,"{","<color=#D48A07>")
str = string.gsub(str,"}","</color>")
local helpStrList = string.split(str, "|")
local maxLen = math.max(#_HelpItemList, #helpStrList)
for i = 1, maxLen do
if not _HelpItemList[i] then
_HelpItemList[i] = newObjToParent(this.helpItem, this.helpContent)
end
if not helpStrList[i] then
_HelpItemList[i]:SetActive(false)
else
_HelpItemList[i]:SetActive(true)
_HelpItemList[i]:GetComponent("Text").text = helpStrList[i]
Util.GetGameObject(_HelpItemList[i], "line"):SetActive(i ~= #helpStrList)
end
end
end
--界面关闭时调用(用于子类重写)
function GuildFightPopup:OnClose()
end
--界面销毁时调用(用于子类重写)
function GuildFightPopup:OnDestroy()
this.spLoader:Destroy()
if this._TimeCounter then
this._TimeCounter:Stop()
this._TimeCounter = nil
end
-- 滚动置空
this.rankScroll = nil
-- 头像回收
for _, playerHead in pairs(_PlayerHeadList) do
playerHead:Recycle()
end
_PlayerHeadList = {}
--
this.rewardScroll = nil
_ItemViewList = {}
--
_HelpItemList = {}
end
return GuildFightPopup