530 lines
22 KiB
Lua
530 lines
22 KiB
Lua
require("Base/BasePanel")
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SingleRecruitPanel = Inherit(BasePanel)
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local this=SingleRecruitPanel
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local heroConfigData = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local artResourcesConfig =ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local privilegeConfig=ConfigManager.GetConfig(ConfigName.PrivilegeTypeConfig)
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local passiveSkillConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
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local passiveSkillLogicConfig=ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
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local heroRankupConfig=ConfigManager.GetConfig(ConfigName.HeroRankupConfig)
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local wishSettingConfig=ConfigManager.GetConfig(ConfigName.WishActivitySetting)
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local isFirst=true--是否为第一次进入界面
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local timeNum--第一个特效等待播放的时间
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local timeNum2--第二个特效等待播放的时间
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local timeNum3--第三个特效等待播放的时间
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local heroData--展示界面需要的单个英雄数据
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local type--抽卡类型
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local recruitType={}--前端显示用 抽卡类型
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local state --1单抽 2多抽
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local index=0 --十连抽索引
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local orginLayer
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local heroStaticData
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local testLiveGO
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local maxTimesId--特权id上限(今日召唤上限)
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local _heroTable={} --符合4、5星的英雄容器
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local func=nil
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this.time = Timer.New()
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this.time2 = Timer.New()
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this.time3 = Timer.New()
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local Sound_Recruit2
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local Sound_Recruit3
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local Sound_Recruit4
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local isJump = 0
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--初始化组件(用于子类重写)
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function SingleRecruitPanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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orginLayer = 0
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self.live2dRoot = Util.GetGameObject(self.gameObject, "rolePanel/live2dRoot")
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self.bg = Util.GetGameObject(self.gameObject, "bg")
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screenAdapte(self.bg)
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self.heroName = Util.GetGameObject(self.transform, "rolePanel/rolePanel1/Panel/name/heroName"):GetComponent("Text")
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self.proImage = Util.GetGameObject(self.transform, "rolePanel/rolePanel1/Panel/name/proImage/proImage/proImage"):GetComponent("Image")
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self.starGrid = Util.GetGameObject(self.transform, "rolePanel/rolePanel1/Panel/star")
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self.goBtn=Util.GetGameObject(self.transform,"rolePanel/rolePanel2/goBtn")
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self.sureBtn = Util.GetGameObject(self.transform, "rolePanel/rolePanel2/sureBtn")
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self.againBtn = Util.GetGameObject(self.transform, "rolePanel/rolePanel2/againBtn")
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self.againIcon=Util.GetGameObject(self.againBtn,"Tip/juan"):GetComponent("Image")
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self.againNum=Util.GetGameObject(self.againBtn,"Tip/Text"):GetComponent("Text")
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self.dragView = SubUIManager.Open(SubUIConfig.DragView, self.gameObject.transform)
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self.dragView.transform:SetSiblingIndex(1)
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this.rolePanel = Util.GetGameObject(self.transform, "rolePanel")
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this.jumpPanel = Util.GetGameObject(self.transform, "jumpPanel")
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this.UI_Effect_open = Util.GetGameObject(self.transform, "bg/UI_Effect_open") --开门特效
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this.UI_Effect_appear = Util.GetGameObject(self.transform, "bg/UI_Effect_appear")
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this.UI_Effect_choukaSSR = Util.GetGameObject(self.transform, "bg/UI_Effect_chouka_SSR")
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this.UI_Effect_choukaSR = Util.GetGameObject(self.transform, "bg/UI_Effect_chouka_SR")
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this.UI_Effect_choukaR = Util.GetGameObject(self.transform, "bg/UI_Effect_chouka_R")
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this.jumpBtn = Util.GetGameObject(this.jumpPanel.transform, "btnContinue/jumpBtn")
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this.jumpBtnGo = Util.GetGameObject(this.jumpPanel.transform, "btnContinue")
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self.posImage=Util.GetGameObject(self.transform,"Pos/PosImage"):GetComponent("Image")
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self.posText=Util.GetGameObject(self.transform,"Pos/PosText"):GetComponent("Text")
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this.info=Util.GetGameObject(self.gameObject,"rolePanel/rolePanel1/Panel/Info")
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this.infoTitleBg=Util.GetGameObject(this.info,"TitleBg")
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this.infoTitle=Util.GetGameObject(this.infoTitleBg,"Title"):GetComponent("Text")
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this.infoBody=Util.GetGameObject(this.info,"BodyBg/Viewport/Body"):GetComponent("Text")
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this.infoBodyGo=Util.GetGameObject(this.info,"BodyBg")
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end
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--绑定事件(用于子类重写)
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function SingleRecruitPanel:BindEvent()
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Util.AddClick(self.sureBtn, function()
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isFirst=true
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if lotterySetting[type] and lotterySetting[type].LotteryType == 11 then
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isFirst=false
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end
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self:ClosePanel()
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if PlayerManager.IsGetFiveStarHero then--and OperatingManager.IsShowFiveStarPatch then
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend, FacePanelType.GrowGift, 5)
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PlayerManager.IsGetFiveStarHero = false
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end
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end)
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Util.AddClick(self.againBtn, function()
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if recruitType and recruitType[1]==RecruitType.PrayerSingle then
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if func then
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self:ClosePanel()
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func()
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end
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return
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end
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local d=RecruitManager.GetExpendData(type)
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if BagManager.GetItemCountById(d[1])<d[2] then
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PopupTipPanel.ShowTip(GetLanguageStrById(itemConfig[d[1]].Name)..Language[10486])
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return
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end
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if PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId)+1>privilegeConfig[maxTimesId].Condition[1][2] then
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PopupTipPanel.ShowTip(Language[10485])
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return
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end
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if d[1] == 16 then
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if lotterySetting[type].MoneyTimes and lotterySetting[type].MoneyTimes > 0 and PrivilegeManager.GetPrivilegeRemainValue(lotterySetting[type].MoneyTimes) < 1 then
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PopupTipPanel.ShowTip(Language[11423])
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return
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end
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end
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local recruitOne = function()
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RecruitManager.RecruitRequest(type,function(msg)
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if d[1] == 16 and lotterySetting[type].MoneyTimes and lotterySetting[type].MoneyTimes > 0 then
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PrivilegeManager.RefreshPrivilegeUsedTimes(lotterySetting[type].MoneyTimes,1)--记录妖晶限购抽卡次数
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end
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PrivilegeManager.RefreshPrivilegeUsedTimes(maxTimesId,1)--记录抽卡次数
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for i=1, #msg.drop.Hero do
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heroData = msg.drop.Hero[i]
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self:UpdataPanelData(heroData)
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end
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end,maxTimesId)
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end
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local state = PlayerPrefs.GetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..recruitType[2])
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if state==0 and d[1] == 16 then
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UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.RecruitConfirm,type,recruitOne)
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else
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recruitOne()
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end
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end)
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Util.AddClick(this.dragView.gameObject, function ()
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if not IsNull(testLiveGO) then
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local SkeletonGraphic = testLiveGO:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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end
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end)
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--十连跳过按钮 直接打开十连抽展示界面
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Util.AddClick(this.jumpBtn, function()
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isJump = 1
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnBtnClicked, self.uiConfig.id,this.jumpBtn.name)
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isFirst=true
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this.CloseAllTimer()
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if state==1 then --单抽
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this.UI_Effect_open:SetActive(false)
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self:UpdataPanelData(heroData)
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--如果不是在强制引导,就,,, by:王振兴 2021/04/15 适配新手引导跳过
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if not GuideManager.IsInMainGuide() then
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this.goBtn:SetActive(false)
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this.againBtn:SetActive(true)
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this.sureBtn:SetActive(true)
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this.info:SetActive(false)
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end
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else
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-- if lotterySetting[type].LotteryType == 11 then
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-- isFirst=false
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-- end
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isFirst=false
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local tempHeroTable = {}
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for i = index,#_heroTable do
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if heroConfigData[_heroTable[i].heroId].Star == 5 then
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table.insert(tempHeroTable,_heroTable[i])
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end
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end
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_heroTable = tempHeroTable
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index = 0
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if LengthOfTable(_heroTable)>0 then
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this.CloseAllTimer()
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self:TenOpenPanel()
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else
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self:ClosePanel()
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UIManager.OpenPanel(UIName.TenRecruitPanel,heroData,type,recruitType)
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end
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-- self:ClosePanel()
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-- UIManager.OpenPanel(UIName.TenRecruitPanel,heroData,type,recruitType)
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end
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this.jumpPanel:SetActive(false)
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this.StopPanelSound()
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end)
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--确定按钮
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Util.AddClick(self.goBtn,function()
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if recruitType and recruitType[1]==RecruitType.PrayerSingle then
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self:ClosePanel()
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return
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end
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if state==1 then
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this.goBtn:SetActive(false)
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this.againBtn:SetActive(true)
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if recruitType and recruitType[1]==RecruitType.PrayerSingle then
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this.againBtn:SetActive(false)
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end
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this.sureBtn:SetActive(true)
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this.info:SetActive(false)
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elseif state==2 then
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if index>=LengthOfTable(_heroTable) then
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isFirst=true
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if lotterySetting[type] and lotterySetting[type].LotteryType == 11 then
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isFirst=false
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end
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self:ClosePanel()
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UIManager.OpenPanel(UIName.TenRecruitPanel,heroData,type,recruitType)
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else
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self:TenOpenPanel(heroData)
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end
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end
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end)
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end
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--添加事件监听(用于子类重写)
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function SingleRecruitPanel:AddListener()
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end
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--移除事件监听(用于子类重写)
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function SingleRecruitPanel:RemoveListener()
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end
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function SingleRecruitPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(self.bg, self.sortingOrder - orginLayer)
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this.rolePanel:GetComponent("Canvas").sortingOrder = self.sortingOrder + 5
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this.jumpPanel:GetComponent("Canvas").sortingOrder = self.sortingOrder + 10
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orginLayer = self.sortingOrder
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end
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--界面打开时调用(用于子类重写)
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function SingleRecruitPanel:OnOpen(...)
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isJump = 0
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this.UI_Effect_open:SetActive(true)
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Sound_Recruit4 = SoundManager.PlaySound(SoundConfig.Sound_Recruit4)
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this.UI_Effect_choukaSSR:SetActive(false)
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this.UI_Effect_choukaSR:SetActive(false)
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this.UI_Effect_choukaR:SetActive(false)
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this.UI_Effect_appear:SetActive(false)
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this.rolePanel:SetActive(false)
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this.jumpPanel:SetActive(false)
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local data={...}
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heroData=data[1]
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type=data[2]
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state=data[3]
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recruitType=data[4]
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if not func then
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func=data[5]
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end
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end
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function SingleRecruitPanel:OnShow()
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isFirst=true
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if lotterySetting[type] then
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maxTimesId=lotterySetting[type].MaxTimes --特权上限ID
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else
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local wishConfig=ConfigManager.GetConfigData(ConfigName.WishActivitySetting,1)
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if wishConfig then
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maxTimesId=wishConfig.MaxTimes
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end
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end
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index=0
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if recruitType[1] == RecruitType.XiangYaoSingle or recruitType[1] == RecruitType.XiangYaoTen then
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this.jumpPanel:SetActive(false)
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else
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this.jumpPanel:SetActive(true)
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end
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if state==1 then --单抽
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if lotterySetting[type] and lotterySetting[type].LotteryType == 11 then
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isFirst=false
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else
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local config=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",type)
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if config then
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isFirst=false
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end
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end
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self:TenOpenPanel()
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elseif state==2 then
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isFirst=true
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if lotterySetting[type] and lotterySetting[type].LotteryType == 11 then
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isFirst=false
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else
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local config=ConfigManager.TryGetConfigDataByKey(ConfigName.WishActivityUp,"ActivityId",type)
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if config then
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isFirst=false
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end
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end
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_heroTable={}
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--将符合条件的英雄插入容器中
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for k, v in ipairs(heroData) do
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if heroConfigData[v.heroId].Star==4 or heroConfigData[v.heroId].Star==5 then
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-- LogBlue(heroConfigData[v.heroId].ReadingName)
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table.insert(_heroTable,v)
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end
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end
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-- --LogGreen("符合条件的英雄数量"..LengthOfTable(_heroTable))
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self:TenOpenPanel()
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end
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end
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local time--十连抽每次展示特效time
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function SingleRecruitPanel:TenOpenPanel()
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if isFirst then --第一次进来
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this.UI_Effect_open:SetActive(true)
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index=1
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timeNum3=0
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timeNum=1.3
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timeNum2=4.3
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else--以后每次进来
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this.UI_Effect_open:SetActive(false)
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index=index+1
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timeNum3=2
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timeNum=0
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timeNum2=0
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end
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this.CloseAllTimer()
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--当单抽 或者是 十连抽第一次的时候
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if state==1 or isFirst then
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this.rolePanel:SetActive(false)
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this.time = Timer.New(function ()
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this.UI_Effect_choukaSSR:SetActive(false)
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this.UI_Effect_choukaSR:SetActive(false)
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this.UI_Effect_choukaR:SetActive(false)
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this.UI_Effect_appear:SetActive(true)
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Sound_Recruit2 = SoundManager.PlaySound(SoundConfig.Sound_Recruit2)
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end, timeNum)
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this.time:Start()
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this.time3 = Timer.New(function ()
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this.UI_Effect_open:SetActive(false)
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end, 4)
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this.time3:Start()
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elseif state==2 then-- 十连抽
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timeNum2=0
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--this.UI_Effect_choukaSSR:SetActive(false)
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--this.UI_Effect_choukaSR:SetActive(false)
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--this.UI_Effect_choukaR:SetActive(false)
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end
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this.time2 = Timer.New(function ()
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if state==1 then
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self:UpdataPanelData(heroData)
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else
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if LengthOfTable(_heroTable)>0 then
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self:UpdataPanelData(_heroTable[index])
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else
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self:ClosePanel()
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UIManager.OpenPanel(UIName.TenRecruitPanel,heroData,type,recruitType)
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end
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end
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end, timeNum2)
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this.time2:Start()
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end
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function SingleRecruitPanel:UpdataPanelData(_heroData)
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--赋值展示界面数据
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-- local time2 = Timer.New(function ()
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this.CloseAllTimer()
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Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData, self.uiConfig.id)
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this.jumpPanel:SetActive(false)
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this.UI_Effect_appear:SetActive(false)
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Sound_Recruit3 = SoundManager.PlaySound(SoundConfig.Sound_Recruit3)
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if heroStaticData and testLiveGO then
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poolManager:UnLoadLive(GetResourcePath(heroStaticData.Live), testLiveGO)
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heroStaticData, testLiveGO = nil, nil
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end
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heroStaticData = heroConfigData[_heroData.heroId]
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-- Log("heroStaticData.Live:"..heroStaticData.Live)
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--不同星级开启不同特效
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this.UI_Effect_choukaSSR:SetActive(heroStaticData.Star == 5)
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this.UI_Effect_choukaSR:SetActive(heroStaticData.Star == 4)
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this.UI_Effect_choukaR:SetActive(heroStaticData.Star == 3 or heroStaticData.Star == 2 or heroStaticData.Star == 1)
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--指定星级开启info
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this.info:SetActive(heroStaticData.Star == 5 or heroStaticData.Star == 4)
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this.infoBodyGo:SetActive(heroStaticData.Star == 5)
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this.infoTitle.text=GetLanguageStrById(heroStaticData.HeroLocationDesc1)
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if heroStaticData.Star == 5 then
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local t={}
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local upStarSkillDataList={} --数据容器
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--获取几星激活数据
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for i = 1, #heroStaticData.OpenPassiveSkillRules do
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if heroStaticData.OpenPassiveSkillRules[i][1] == 2 then
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local passiveSkillConfig = passiveSkillConfig[heroStaticData.OpenPassiveSkillRules[i][3]]
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if passiveSkillConfig and passiveSkillLogicConfig[passiveSkillConfig.Id].Judge == 1 and string.len(passiveSkillConfig.Desc) > 1 then
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local d = {}
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d.passiveSkillConfig = passiveSkillConfig
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d.OpenPassiveSkillRules = heroStaticData.OpenPassiveSkillRules[i]
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d.titleStr = "<size=34><color=#5AC383>"..NumToSimplenessFont[heroRankupConfig[heroStaticData.OpenPassiveSkillRules[i][2]].Phase[2]] .. Language[11718]
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table.insert(upStarSkillDataList,d)
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end
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end
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end
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--数据插入t
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for j = 1, #upStarSkillDataList do
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if passiveSkillLogicConfig[upStarSkillDataList[j].passiveSkillConfig.Id].Judge == 1 then
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table.insert(t,upStarSkillDataList[j].titleStr..GetLanguageStrById(upStarSkillDataList[j].passiveSkillConfig.Desc).."\n")
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end
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end
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--获取法宝数据
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local dTalis = ConfigManager.GetConfigData(ConfigName.HeroConfig,heroStaticData.Id).EquipTalismana--当前法宝数据 data[1]星级 data[2]法宝ID
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local dowerAllData= ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana,"TalismanaId",dTalis[2])--当前法宝全部天赋数据(天赋可能为空)
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local dowerData={}--当前法宝全部技能数据(天赋不为空)
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for k=1,#dowerAllData do
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if dowerAllData[k].OpenSkillRules then
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table.insert(dowerData, dowerAllData[k])
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end
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end
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--数据插入t,保证在星数据后
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for n=1,#dowerData do
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if dowerData[n].Level==25 then
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table.insert(t,Language[11719]..GetLanguageStrById(passiveSkillConfig[dowerData[n].OpenSkillRules[1]].Desc).."\n")
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end
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end
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local s=table.concat(t)--将表里字符串拼接
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--看这下面 是全角空格哦~
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-- this.infoBody.text=string.sub(string.gsub(s," "," "),1,-2)--去除最后\n
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this.infoBody.text=string.sub(s,1,-2)--去除最后\n
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end
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--TODO:动态加载立绘
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testLiveGO = poolManager:LoadLive(GetResourcePath(heroStaticData.Live), self.live2dRoot.transform,
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Vector3.one * heroStaticData.Scale, Vector3.New(heroStaticData.Position[1],heroStaticData.Position[2],0))
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local SkeletonGraphic = testLiveGO:GetComponent("SkeletonGraphic")
|
||
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
|
||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
|
||
poolManager:SetLiveClearCall(GetResourcePath(heroStaticData.Live), testLiveGO, function ()
|
||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
|
||
end)
|
||
self.dragView:SetDragGO(testLiveGO)
|
||
SetHeroStars(this.spLoader, self.starGrid, _heroData.star,1,Vector2.New(52,52),-2,Vector2.New(0.5,0.5))
|
||
-- self.profession.sprite = this.spLoader:LoadSprite(GetJobSpriteStrByJobNum(heroStaticData.Profession))
|
||
self.proImage.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(heroStaticData.PropertyName))
|
||
self.heroName.text =GetLanguageStrById(heroStaticData.ReadingName) --string.format("lv.%s", heroData.lv)
|
||
Util.GetGameObject(self.transform,"Pos"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroPosBgStr(heroStaticData.Profession))
|
||
self.posImage.sprite=this.spLoader:LoadSprite(GetHeroPosStr(heroStaticData.Profession))
|
||
self.posText.text=GetLanguageStrById(heroStaticData.HeroLocation)
|
||
SetTextVerTial(self.posText.gameObject,Vector3.New(63.76,1.5,0),"MiddleLeft")
|
||
local d=nil
|
||
if recruitType and recruitType[1]==RecruitType.PrayerSingle then
|
||
local num=PrivilegeManager.GetPrivilegeRemainValue(wishSettingConfig[1].DiamondMaxTimes)
|
||
d=RecruitManager.GetExpendDataByCostItem(wishSettingConfig[1].CostItemSingle,1,num)
|
||
else
|
||
d=RecruitManager.GetExpendData(type)
|
||
end
|
||
self.againIcon.sprite=this.spLoader:LoadSprite(artResourcesConfig[itemConfig[d[1]].ResourceID].Name)
|
||
self.againNum.text="×"..d[2]
|
||
this.rolePanel:SetActive(true)
|
||
PlayUIAnim(self.transform)
|
||
isFirst=false
|
||
|
||
--10连
|
||
if state == 2 then
|
||
Util.GetGameObject(self.transform, "rolePanel/rolePanel2"):SetActive(true)
|
||
this.sureBtn:SetActive(false)
|
||
this.againBtn:SetActive(false)
|
||
this.goBtn:SetActive(true)
|
||
else
|
||
this.goBtn:SetActive(heroStaticData.Star == 5 or heroStaticData.Star == 4)
|
||
this.sureBtn:SetActive(heroStaticData.Star ~= 5 and heroStaticData.Star ~= 4)
|
||
this.againBtn:SetActive(heroStaticData.Star ~= 5 and heroStaticData.Star ~= 4)
|
||
if recruitType and recruitType[1]==RecruitType.PrayerSingle then
|
||
this.againBtn:SetActive(false)
|
||
end
|
||
Util.GetGameObject(self.transform, "rolePanel/rolePanel2"):SetActive(true)
|
||
if heroStaticData.Quality == 5 and heroStaticData.Natural >= 13 then
|
||
HeroManager.DetectionOpenFiveStarActivity(heroStaticData.Star)
|
||
end
|
||
end
|
||
end
|
||
|
||
|
||
function SingleRecruitPanel:OnClose()
|
||
_heroTable={}
|
||
index=0
|
||
this.CloseAllTimer()
|
||
if heroStaticData then
|
||
poolManager:UnLoadLive(GetResourcePath(heroStaticData.Live), testLiveGO)
|
||
end
|
||
heroStaticData, testLiveGO = nil, nil
|
||
this.StopPanelSound()
|
||
end
|
||
function this.StopPanelSound()
|
||
if Sound_Recruit2 then
|
||
SoundManager.StopSound(Sound_Recruit2)
|
||
Sound_Recruit2 = nil
|
||
end
|
||
if Sound_Recruit3 then
|
||
SoundManager.StopSound(Sound_Recruit3)
|
||
Sound_Recruit3 = nil
|
||
end
|
||
if Sound_Recruit4 then
|
||
SoundManager.StopSound(Sound_Recruit4)
|
||
Sound_Recruit4 = nil
|
||
end
|
||
end
|
||
function SingleRecruitPanel:GetProStr(index)
|
||
local proStr=""
|
||
if index==1 then
|
||
proStr=Language[11720]
|
||
elseif index==2 then
|
||
proStr=Language[11721]
|
||
elseif index==3 then
|
||
proStr=Language[11722]
|
||
elseif index==4 then
|
||
proStr=Language[11723]
|
||
elseif index==5 then
|
||
proStr=Language[11724]
|
||
elseif index==6 then
|
||
proStr=Language[11725]
|
||
end
|
||
return proStr
|
||
end
|
||
|
||
function SingleRecruitPanel:OnDestroy()
|
||
this.spLoader:Destroy()
|
||
if func then
|
||
func=nil
|
||
end
|
||
end
|
||
function this.CloseAllTimer()
|
||
if this.time then
|
||
this.time:Stop()
|
||
this.time = nil
|
||
end
|
||
if this.time2 then
|
||
this.time2:Stop()
|
||
this.time2 = nil
|
||
end
|
||
if this.time3 then
|
||
this.time3:Stop()
|
||
this.time3 = nil
|
||
end
|
||
end
|
||
|
||
return SingleRecruitPanel
|
||
|