308 lines
13 KiB
Lua
308 lines
13 KiB
Lua
----- 回溯 -----
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local this = {}
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local sortType=0
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local sortingOrder=0
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local tarHero={}--当前筛选后显示英雄列表
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local selectHeroData={}--选择的英雄list did = data
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local oldChoosed=nil--上一个选中英雄
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local heroConfig=ConfigManager.GetConfig(ConfigName.HeroConfig)
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local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local costItemId = 0
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function this:InitComponent(gameObject)
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this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_Recall/HelpBtn")
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this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
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this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_Recall/ConfirmBtn")
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--道具数量信息
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this.usePropIcon=Util.GetGameObject(gameObject,"Content/Resolve_Recall/UseProps/Icon"):GetComponent("Image")
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this.usePropInfo=Util.GetGameObject(gameObject,"Content/Resolve_Recall/UseProps/Info"):GetComponent("Text")
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this.empty=Util.GetGameObject(gameObject,"Content/Resolve_Recall/Empty")
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this.cardPre = Util.GetGameObject(gameObject,"item")
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this.scrollbar = Util.GetGameObject(gameObject,"Content/Resolve_Recall/Scrollbar"):GetComponent("Scrollbar")
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local v21 = Util.GetGameObject(gameObject, "Content/Resolve_Recall/ItemListRoot"):GetComponent("RectTransform").rect
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this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_Recall/ItemListRoot").transform,
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this.cardPre, this.scrollbar, Vector2.New(v21.width, v21.height), 1, 5, Vector2.New(43,15))
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this.ScrollView.moveTween.MomentumAmount = 1
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this.ScrollView.moveTween.Strength = 1
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Util.GetGameObject(this.confirmBtn,"Image"):GetComponent("Image").sprite = Util.LoadSprite("guiyuananniu_zh")
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end
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function this:BindEvent()
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Util.AddClick(this.helpBtn,function()
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UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Recall,this.helpPos.x,this.helpPos.y)
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end)
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Util.AddClick(this.confirmBtn,function()
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if tonumber(LengthOfTable(selectHeroData))==0 then
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PopupTipPanel.ShowTip(Language[11749])
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else
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if BagManager.GetItemCountById(costItemId)==0 then
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,costItemId)
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return
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end
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveRecall,
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HeroManager.GetHeroReturnItems(selectHeroData,GENERAL_POPUP_TYPE.ResolveRecall),selectHeroData)
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end
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end)
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end
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function this:AddListener()
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end
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function this:RemoveListener()
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end
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function this:OnShow(...)
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local args={...}
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sortingOrder =args[1]
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sortType = PlayerManager.now_index or 0
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LogGreen(PlayerManager.now_index)
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this.SortTypeClick(sortType,args[3],args[4])
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end
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function this:OnClose()
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selectHeroData={}
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oldChoosed=nil
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end
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function this:OnDestroy()
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end
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--展示数据
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function this.SortTypeClick(_sortType,isTop,isAni)
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selectHeroData={}
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tarHero={}
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tarHero=this.GetHeroData(_sortType)
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--设置empty
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this.empty:SetActive(#tarHero==0)
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--设置回溯按钮置灰
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--Util.SetGray(this.confirmBtn,tonumber(LengthOfTable(selectHeroData))==0)
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this.usePropIcon.gameObject:SetActive(tonumber(LengthOfTable(selectHeroData))~=0)
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this.usePropInfo.enabled=tonumber(LengthOfTable(selectHeroData))==0
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this.usePropInfo.alignment= GetCurLanguage() ~= 2 and "MiddleCenter" or "MiddleRight"
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this.usePropInfo.text=Language[11750]
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this.usePropInfo.fontSize=25
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--设置英雄显示
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this.SortHeroDatas(tarHero)
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this.ScrollView:SetData(tarHero, function (index, go)
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this.SingleHeroDataShow(go, tarHero[index])
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end,isTop,isAni)
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-- this.ScrollView:ForeachItemGO(function(index, go)
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-- Timer.New(function()
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-- go.gameObject:SetActive(true)
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-- PlayUIAnim(go.gameObject)
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-- end, 0.001 * (index - 1)):Start()
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-- end)
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end
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--获取筛选后的英雄数据
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function this.GetHeroData(_sortType)
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local tempHeros={}
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local data=HeroManager.GetAllHeroDataMsinusUpWar(_sortType,1)
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for n=1,#data do
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tempHeros[#tempHeros+1]=data[n]
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end
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--根据元素筛选
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local heros={}
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if tempHeros and LengthOfTable(tempHeros)>0 then
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for i, v in pairs(tempHeros) do
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if _sortType ==0 then
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table.insert(heros,v)
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-- elseif _sortType>=7 then
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-- if v.star==_sortType-4 then
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-- table.insert(heros,v)
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-- end
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else
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if v.property==_sortType then
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table.insert(heros,v)
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end
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end
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end
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end
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--end
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return heros
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end
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--英雄单个数据展示
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function this.SingleHeroDataShow(go,_heroData)
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local heroData = _heroData
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local _go = go
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Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
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Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
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Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = SubString2(GetLanguageStrById(heroData.heroConfig.ReadingName),8)
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Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(heroData.icon)
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Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = Util.LoadSprite(heroData.professionIcon)
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Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
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--Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = Util.LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
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local starGrid = Util.GetGameObject(_go.transform, "star")
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SetHeroStars(starGrid, heroData.star,1,nil,-15)
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local choosed =Util.GetGameObject(_go.transform, "choosed")
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local formationMask =Util.GetGameObject(_go.transform, "formationMask")
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Util.GetGameObject(_go.transform, "formationMask/formationImage/upImage"):GetComponent("Image").sprite = Util.LoadSprite("t_tongyong-yishangzheng_zh")
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formationMask:SetActive(heroData.isFormation ~= "" )
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local lockMask =Util.GetGameObject(_go.transform, "lockMask")
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lockMask:SetActive(heroData.lockState == 1)
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choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
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local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
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local GongMingMask = Util.GetGameObject(_go.transform, "GongMingMask")
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GongMingMask:SetActive(false)--最后检测是否共鸣
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if heroData.lockState == 1 or (heroData.isFormation ~= "") then
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else
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if HarmonyManager.IsChangeColor(_heroData.dynamicId) then
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Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = "<color=#0f0>"..heroData.lv.."</color>"
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GongMingMask:SetActive(true)
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elseif HarmonyManager:IsEnvoy(_heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() ~= 0 then
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if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
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-- body
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Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = "<color=#ffbe22>"..heroData.lv.."</color>"
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GongMingMask:SetActive(true)
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end
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end
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end
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Util.AddOnceClick(GongMingMask, function()
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PopupTipPanel.ShowTip(Language[12184])
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end)
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Util.AddOnceClick(cardclickBtn, function()
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if oldChoosed then
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oldChoosed:SetActive(false)
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end
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if oldChoosed==choosed then
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--LogColor("green","点的我自己")
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oldChoosed:SetActive(LengthOfTable(selectHeroData)==0)
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oldChoosed=nil
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selectHeroData={}
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if LengthOfTable(selectHeroData)==0 then
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this.usePropInfo.text=Language[11750]
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this.usePropInfo.fontSize=25
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end
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else
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HarmonyManager.IsGongMing(heroData.dynamicId)
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--LogColor("red","别人")
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choosed:SetActive(true)
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oldChoosed=choosed
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selectHeroData = {}
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selectHeroData[heroData.dynamicId]=heroData
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this.usePropInfo.fontSize=35
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--英雄消耗道具数量
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local heroUseCount=0
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local heroUseItemId=0
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--等表配全后再启用
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for k,v in pairs(selectHeroData) do
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local pId
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local curHeroData =HeroManager.GetSingleHeroData(v.dynamicId)
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if not curHeroData then return end
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if curHeroData.breakId == 0 then
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pId=0
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else
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pId= heroRankupConfig[curHeroData.breakId].Phase[2]
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end
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local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",pId)
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if not heroReturnConfig then
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LogRed("HeroId"..curHeroData.id.." Star"..pId.." curHeroData.breakId"..curHeroData.breakId)
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heroUseCount= 50
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heroUseItemId = 16
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else
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heroUseCount= heroReturnConfig.ReturnConsume[1][2]
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heroUseItemId = heroReturnConfig.ReturnConsume[1][1]
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end
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break
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end
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--持有道具数量
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costItemId = heroUseItemId
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local itemNum = BagManager.GetItemCountById(heroUseItemId)
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if heroUseItemId > 0 then
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this.usePropIcon.sprite = Util.LoadSprite(GetResourcePath(ConfigManager.GetConfigData(ConfigName.ItemConfig,heroUseItemId).ResourceID))
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end
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if itemNum<heroUseCount then
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this.usePropInfo.text="<color=red> "..heroUseCount.."</color>"
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else
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this.usePropInfo.text=" "..heroUseCount
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end
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end
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--Util.SetGray(this.confirmBtn,LengthOfTable(selectHeroData)==0)
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this.usePropIcon.gameObject:SetActive(LengthOfTable(selectHeroData)~=0)
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end)
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Util.AddOnceClick(formationMask, function()
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if heroData.isFormation ~= "" then
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-- 复位角色的状态
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MsgPanel.ShowTwo(Language[11738]..heroData.isFormation..Language[11739], nil, function()
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if heroData.isFormations[1] then
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if heroData.isFormations[1] == FormationTypeDef.FORMATION_NORMAL then
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
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elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ARENA_DEFEND then
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JumpManager.GoJump(8001)
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-- elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ENDLESS_MAP then
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-- JumpManager.GoJump(57001)
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elseif heroData.isFormations[1] == FormationTypeDef.EXPEDITION then
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION,FormationTypeDef.EXPEDITION)
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elseif heroData.isFormations[1] == FormationTypeDef.ARENA_TOM_MATCH then
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-- JumpManager.GoJump(57001)
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UIManager.OpenPanel(UIName.ArenaTopMatchPanel)
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end
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end
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end)
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return
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end
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end)
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Util.AddOnceClick(lockMask, function()
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if heroData.lockState == 1 then
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MsgPanel.ShowTwo(Language[11740], nil, function()
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NetManager.HeroLockEvent(heroData.dynamicId,0,function ()
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PopupTipPanel.ShowTip(Language[11741])
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HeroManager.UpdateSingleHeroLockState(heroData.dynamicId,0)
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lockMask:SetActive(false)
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end)
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end)
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return
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end
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end)
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end
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--英雄排序
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function this.SortHeroDatas(_heroDatas)
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--上阵最优先,星级优先,同星级等级优先,同星级同等级按sortId排序。排序时降序排序。
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table.sort(_heroDatas, function(a, b)
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if a ==nil or b == nil then
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return
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end
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if a.isFormation == "" and b.isFormation == "" then
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if a.lockState == b.lockState then
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if a.isHarmonyGongMing == b.isHarmonyGongMing then
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if a.heroConfig.Natural ==b.heroConfig.Natural then
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if a.star == b.star then
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if a.lv == b.lv then
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return a.heroConfig.Id > b.heroConfig.Id
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else
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return a.lv < b.lv
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end
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else
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return a.star < b.star
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end
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else
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return a.heroConfig.Natural < b.heroConfig.Natural
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end
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else
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return a.isHarmonyGongMing < b.isHarmonyGongMing
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end
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else
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return a.lockState < b.lockState
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end
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else
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return a.isFormation == "" and not b.dynamicId ~= ""
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end
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end)
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end
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return this |