miduo_client/Assets/ManagedResources/~Lua/Modules/Map/BuffChoosePanel.lua

211 lines
7.7 KiB
Lua

require("Base/BasePanel")
local BuffChoosePanel = Inherit(BasePanel)
local this = BuffChoosePanel
local _LevelItemList = {}
local _BuffItemList = {}
local _TargetStr = {
[1] = Language[10536],
[2] = Language[11216],
[3] = Language[10372],
}
--初始化组件(用于子类重写)
function BuffChoosePanel:InitComponent()
this.spLoader = SpriteLoader.New()
this.btnBack = Util.GetGameObject(self.gameObject, "level/rightUp/btnBack")
this.levelPanel = Util.GetGameObject(self.gameObject, "level")
this.levelGrid = Util.GetGameObject(self.gameObject, "level/scroll/grid")
this.levelItem = Util.GetGameObject(self.gameObject, "level/scroll/btnPre")
this.buffPanel = Util.GetGameObject(self.gameObject, "buff")
this.buffGrid = Util.GetGameObject(self.gameObject, "buff/grid")
this.buffItem = Util.GetGameObject(self.gameObject, "buff/btnBuffInfo")
this.buffCancel = Util.GetGameObject(self.gameObject, "buff/Cancel")
this.buffCancelText = Util.GetGameObject(self.gameObject, "buff/Cancel/Text")
this.buffCancelTip = Util.GetGameObject(self.gameObject, "buff/Cancel/tip")
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})
end
--绑定事件(用于子类重写)
function BuffChoosePanel:BindEvent()
Util.AddClick(this.btnBack, function()
this:ClosePanel()
end)
Util.AddClick(this.buffCancel, function()
this.buffPanel:SetActive(false)
this.levelPanel:SetActive(true)
end)
end
--添加事件监听(用于子类重写)
function BuffChoosePanel:AddListener()
end
--移除事件监听(用于子类重写)
function BuffChoosePanel:RemoveListener()
end
--界面打开时调用(用于子类重写)
function BuffChoosePanel:OnOpen(...)
-- 货币界面
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.TrialCoin})
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 BuffChoosePanel:OnShow()
--
this.buffPanel:SetActive(false)
this.levelPanel:SetActive(true)
this.buffCancelTip:SetActive(false)
this.buffCancelText:GetComponent("Text").text = Language[11217]
this.RefreshLevelShow()
end
-- 刷新层级显示
function this.RefreshLevelShow()
-- 遍历关闭显示
for _, item in ipairs(_LevelItemList) do
item:SetActive(false)
end
-- 判断是否有保存的补给点
local buffList = MapTrialManager.GetBuffList()
if not buffList or #buffList <= 0 then
return
end
for index, buff in ipairs(buffList) do
if not _LevelItemList[index] then
_LevelItemList[index] = newObjToParent(this.levelItem, this.levelGrid)
end
this.LevelItemAdapter(_LevelItemList[index], buff)
_LevelItemList[index]:SetActive(true)
end
end
-- 层级按钮数据匹配
function this.LevelItemAdapter(node, buff)
local content = Util.GetGameObject(node, "level"):GetComponent("Text")
local icons = {}
icons[1] = Util.GetGameObject(node, "icon_1"):GetComponent("Image")
icons[2] = Util.GetGameObject(node, "icon_2"):GetComponent("Image")
icons[3] = Util.GetGameObject(node, "icon_3"):GetComponent("Image")
content.text = string.format(Language[11218], buff.towerLevel)
local optionList = ConfigManager.GetConfigData(ConfigName.EventPointConfig, buff.eventId).Option
for index, icon in ipairs(icons) do
local optionId = optionList[index]
local optionData = ConfigManager.GetConfigData(ConfigName.OptionConfig, optionId)
if not optionData.AddConditionID or optionData.AddConditionID == 0 then Log(Language[11219]) return end
local optionAddData = ConfigManager.GetConfigData(ConfigName.OptionAddCondition, optionData.AddConditionID)
local buffData = ConfigManager.GetConfigData(ConfigName.FoodsConfig, tonumber(optionAddData.Info))
icon.sprite = this.spLoader:LoadSprite(buffData.EffectShowIcon)
end
Util.AddOnceClick(node, function()
this.ShowBuffPanel(buff.towerLevel, buff.eventId)
end)
end
-- 显示buff选择
function this.ShowBuffPanel(level, eventId)
this.levelPanel:SetActive(false)
this.buffPanel:SetActive(true)
-- 遍历关闭显示
for _, item in ipairs(_BuffItemList) do
item:SetActive(false)
end
-- 判断是否有保存的补给点
local optionList = ConfigManager.GetConfigData(ConfigName.EventPointConfig, eventId).Option
for index, optionId in ipairs(optionList) do
-- 最后一个不显示
if index ~= #optionList then
if not _BuffItemList[index] then
_BuffItemList[index] = newObjToParent(this.buffItem, this.buffGrid)
end
this.BuffItemAdapter(_BuffItemList[index], optionId, level, eventId)
_BuffItemList[index]:SetActive(true)
end
end
end
--- buff节点数据匹配
function this.BuffItemAdapter(node, optionId, level, eventId)
local icon = Util.GetGameObject(node, "icon"):GetComponent("Image")
local content = Util.GetGameObject(node, "context"):GetComponent("Text")
local target = Util.GetGameObject(node, "target"):GetComponent("Text")
local step = Util.GetGameObject(node, "step"):GetComponent("Text")
local itemIcon = Util.GetGameObject(node, "itemIcon"):GetComponent("Image")
local itemNum = Util.GetGameObject(node, "itemNum"):GetComponent("Text")
local optionData = ConfigManager.GetConfigData(ConfigName.OptionConfig, optionId)
if not optionData.AddConditionID or optionData.AddConditionID == 0 then Log(Language[11219]) return end
local optionAddData = ConfigManager.GetConfigData(ConfigName.OptionAddCondition, optionData.AddConditionID)
local buffData = ConfigManager.GetConfigData(ConfigName.FoodsConfig, tonumber(optionAddData.Info))
icon.sprite = this.spLoader:LoadSprite(buffData.EffectShowIcon)
content.text = GetLanguageStrById(optionData.Info)
target.text = _TargetStr[buffData.Target]
step.text = buffData.Contiue == 0 and Language[11220] or buffData.Contiue
local costId, costNum = optionAddData.Values[1][1], optionAddData.Values[1][2]
itemIcon.sprite = SetIcon(this.spLoader, costId)
itemNum.text = costNum
Util.AddOnceClick(node, function()
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, costId)
local tipStr = string.format(Language[11221], costNum, GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name)), GetLanguageStrById(optionData.Info))
MsgPanel.ShowTwo(tipStr, nil, function()
-- 判断消耗
if not MapManager.ItemNumJudge(optionId) then
PopupTipPanel.ShowTip(Language[11222])
return
end
-- 使用buff的接口
NetManager.RequestUseBuff(level, optionId, function (msg)
this.buffPanel:SetActive(false)
this.levelPanel:SetActive(true)
-- 删除相应的补给点
MapTrialManager.RemoveBuff(level, eventId)
this.RefreshLevelShow()
-- 初始化buff数据
OptionBehaviourManager.UpdateEventPoint(msg, optionId)
-- 判断是否要自动关闭界面
local buffList = MapTrialManager.GetBuffList()
if not buffList or #buffList <= 0 then
this:ClosePanel()
end
end)
end)
end)
end
--界面关闭时调用(用于子类重写)
function BuffChoosePanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function BuffChoosePanel:OnDestroy()
this.spLoader:Destroy()
_LevelItemList = {}
_BuffItemList = {}
SubUIManager.Close(this.UpView)
end
return BuffChoosePanel