176 lines
7.0 KiB
Lua
176 lines
7.0 KiB
Lua
----- 远征怪节点弹窗 -----
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local QiJieShiLianMonsterInfo = {}
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--传入父脚本模块
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local parent
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--传入特效层级
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local sortingOrder=0
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--item容器
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local itemList = {}
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local heroListGo = {}
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local waveId = 0 --当前层
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local curType = 1 --当前试炼类型
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local configData = {} --当前层的数据表
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local data = {} --当前试炼的数据
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local rewardData = {} --当前层的奖励
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local freeTime = 0
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local buyTime = 0
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local itemId = 0
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local costNum = 0
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local storeDataId = 0
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local roleConfig=ConfigManager.GetConfig(ConfigName.RoleConfig)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local monsterGroup = ConfigManager.GetConfig(ConfigName.MonsterGroup)
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function QiJieShiLianMonsterInfo:InitComponent(gameObject)
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self.spLoader = SpriteLoader.New()
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self.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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self.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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--滚动条根节点
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self.root = Util.GetGameObject(gameObject, "Root")
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for i = 1, 6 do
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heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero")
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Util.GetGameObject(gameObject, "RoleGrid/Bg"..i):GetComponent("Image").sprite = self.spLoader:LoadSprite("t_chengyuankuang_kuang")--CardPosImageName[i])
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Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Pos"):GetComponent("Image").sprite = self.spLoader:LoadSprite(CardPosImageName[i])
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end
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self.backBtn=Util.GetGameObject(gameObject,"BackBtn")
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self.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
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self.targetAttri=Util.GetGameObject(gameObject,"targetAttri")
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self.targetAttri.gameObject:SetActive(true)
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self.tip = Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
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Util.GetGameObject(gameObject, "RoleGrid/FrontImage"):GetComponent("Image").sprite = self.spLoader:LoadSprite("bd_xinqianpai_zh")
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Util.GetGameObject(gameObject, "RoleGrid/BehindImage"):GetComponent("Image").sprite = self.spLoader:LoadSprite("bd_xinhoupai_zh")
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self.targetAttri:GetComponent("Image").sprite = self.spLoader:LoadSprite("q_qjsl_wfzjm_mbtx")
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Util.GetGameObject(gameObject, "Power"):GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong-zhanli_zh")
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end
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function QiJieShiLianMonsterInfo:BindEvent()
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Util.AddClick(self.sureBtn, function()
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.QIJIESHILIAN,self.configData)
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parent:ClosePanel()
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end)
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Util.AddClick(self.targetAttri, function()
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UIManager.OpenPanel(UIName.GeneralInfoPopup,GENERALINFO_TYPE.QiJieGoalAttri,self.configData,Vector2.New(0,-174))
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end)
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Util.AddClick(self.backBtn, function()
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parent:ClosePanel()
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end)
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end
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function QiJieShiLianMonsterInfo:AddListener()
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end
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function QiJieShiLianMonsterInfo:RemoveListener()
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end
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function QiJieShiLianMonsterInfo:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local args = {...}
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self.configData = args[1]
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--拿取奖励列表
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local rewardList = {}
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table.insert(rewardList,self.configData.JielingReward[1])
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for i = 1, #self.configData.Reward do
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table.insert(rewardList,self.configData.Reward[i])
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end
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if rewardList and #rewardList > 0 then
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for i, v in pairs(rewardList) do
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table.insert(rewardData,{v[1],v[2]})
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end
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end
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self:FormationAdapter()
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end
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-- 编队数据匹配
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function QiJieShiLianMonsterInfo:FormationAdapter()
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self.titleText.text = string.format("%s·%s层",self.configData.Chapter,self.configData.Stage)
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self.power.text = self.configData.Puwer
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local bossTeaminfo = monsterGroup[self.configData.MonsterGroup].Contents[1]
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for i = 1, #heroListGo do
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if (bossTeaminfo[i]) and bossTeaminfo[i] > 0 then
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-- heroListGo[i].transform.parent:GetComponent("Image").sprite=self.spLoader:LoadSprite("t_chengyuankuang_kuang")
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self:SetCardSingleData(heroListGo[i],bossTeaminfo[i],i)
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heroListGo[i]:SetActive(true)
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else
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heroListGo[i]:SetActive(true)
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end
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end
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ResetItemView(self.root,self.root.transform,itemList,5,1,sortingOrder,false,rewardData)
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end
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function QiJieShiLianMonsterInfo:OnSortingOrderChange()
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for i = 1, #heroListGo do
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Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
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end
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sortingOrder = self.sortingOrder
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end
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--设置单个上阵英雄信息
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function QiJieShiLianMonsterInfo:SetCardSingleData(o,monsterId, _pos)
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local yuanImage=Util.GetGameObject(o,"yuanImage")
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yuanImage:SetActive(false)
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local hp = Util.GetGameObject(o,"hpProgress")
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hp:SetActive(false)
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local rage = Util.GetGameObject(o,"rageProgress")
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rage:SetActive(false)
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local monsterconfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, monsterId)
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local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterconfig.MonsterId)
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local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
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-- bg.sprite = self.spLoader:LoadSprite(GetHeroCardStarBg[monsterconfig.Star])
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local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
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-- fg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[monsterconfig.Star])
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-- local live=Util.GetGameObject(o,"Mask/Live")
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local lv=Util.GetGameObject(o,"lv/Text"):GetComponent("Text")
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lv.text=monsterconfig.Level
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local pro=Util.GetGameObject(o,"Pro/Image"):GetComponent("Image")
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pro.sprite=self.spLoader:LoadSprite(GetProStrImageByProNum(monsterconfig.PropertyName))
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local starGrid=Util.GetGameObject(o,"StarGrid")
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SetCardStars(starGrid,monsterconfig.Star)
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local name=Util.GetGameObject(o,"Name/Text"):GetComponent("Text")
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name.text=heroConfig.ReadingName
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local live = Util.GetGameObject(o, "Mask/icon"):GetComponent("RawImage")
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local liveName = GetResourcePath(heroConfig.Live)
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local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, heroConfig.Id)
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local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
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live.transform.localScale = Vector3.one
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live.transform.localPosition = Vector3.zero
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local zs = Util.GetGameObject(o, "zs")
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local zsName = GetHeroCardStarZs[monsterconfig.Star]
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if zsName == "" then
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zs:SetActive(false)
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else
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zs:SetActive(false)
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zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName)
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end
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local effect = Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai")
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effect.gameObject:SetActive(monsterconfig.Star > 9)
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SetHeroFormationFlyEffect(o,self.spLoader,effect,monsterconfig.Star,sortingOrder)
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Util.SetParticleSortLayer(effect.gameObject, sortingOrder + 1)
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end
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function QiJieShiLianMonsterInfo:OnClose()
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rewardData = {}
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end
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function QiJieShiLianMonsterInfo:OnDestroy()
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self.spLoader:Destroy()
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end
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return QiJieShiLianMonsterInfo |