miduo_client/Assets/ManagedResources/~Lua/Modules/HomeLand/TrainSelectHeroPanel.lua

301 lines
12 KiB
Lua

----- 心愿抽卡弹窗 -----
local TrainSelectHeroPanel = quick_class("TrainSelectHeroPanel", BasePanel)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local this=TrainSelectHeroPanel
local buildData=nil
local curHeroId=nil
local leftTime=-1
local curSelectObj=nil
function this:InitComponent()
self.spLoader = SpriteLoader.New()
self.btn_close = Util.GetGameObject(self.gameObject,"bg/btn_close")
self.btn_star = Util.GetGameObject(self.gameObject,"bg/btn_star")
self.btn_end = Util.GetGameObject(self.gameObject,"bg/btn_end")
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.scroll = Util.GetGameObject(self.gameObject,"selectList")
self.itemPre = Util.GetGameObject(self.gameObject,"itemPre")
self.title= Util.GetGameObject(self.gameObject,"bg/title"):GetComponent("Text")
self.infoTxt=Util.GetGameObject(self.gameObject,"bg/info"):GetComponent("Text")
self.costImg=Util.GetGameObject(self.gameObject,"bg/costImg"):GetComponent("Image")
self.costNum=Util.GetGameObject(self.gameObject,"bg/costNum"):GetComponent("Text")
-- 设置循环滚动,万一内容不停地加
local rootHight = self.scroll.transform.rect.height
local width = self.scroll.transform.rect.width
self.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scroll.transform,
self.itemPre, nil, Vector2.New(width, rootHight), 1, 5, Vector2.New(20, 45))
self.scrollView.moveTween.MomentumAmount = 1
self.scrollView.moveTween.Strength = 2
self.itemList = {}
self.maskList = {}
--wishList
self.selctHero=Util.GetGameObject(self.gameObject,"bg/bglist/hero")
--tabList
self.tabListObj = {}
self.selectBtn = Util.GetGameObject(self.gameObject,"Tabs/grid/selectBtn")
for j = 1, 4 do
self.maskList[j] = {}
self.itemList[j] = {}
self.tabListObj[j] = Util.GetGameObject(self.gameObject,"Tabs/grid/Btn"..j)
end
self.noneObj=Util.GetGameObject(self.gameObject,"NoneImage")
Util.GetGameObject(self.gameObject,"NoneImage/TextImage/Text"):GetComponent("Text").text="暂无可特训英雄"
self.helpPosition = self.helpBtn:GetComponent("RectTransform").localPosition
end
function this:BindEvent()
for i = 1, 4 do
Util.AddOnceClick(self.tabListObj[i],function ()
self.curSelect = i
this:Refresh(true,false)
end)
end
Util.AddOnceClick(self.btn_close,function ()
--LogError("点击确定按钮")
self:ClosePanel()
end)
Util.AddOnceClick(self.btn_star,function ()
if buildData.heroId and buildData.heroId~="" then
PopupTipPanel.ShowTip("已有特训英雄")
return
end
if curHeroId==nil or curHeroId=="" then
PopupTipPanel.ShowTip("请选择特训英雄")
return
end
NetManager.TrainingRequest(buildData.dataMain.Id,curHeroId,1,function ()
self:Refresh()
Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
end)
end)
Util.AddOnceClick(self.btn_end,function ()
if buildData.heroId and buildData.heroId~="" then
NetManager.TrainingRequest(buildData.dataMain.Id,buildData.heroId,2,function ()
curHeroId=nil
self:Refresh()
Game.GlobalEvent:DispatchEvent(GameEvent.UI.OnUpdateData)
end)
end
end)
--帮助按钮
Util.AddClick(self.helpBtn, function()
LogError("点击帮助按钮")
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Train,self.helpPosition.x,self.helpPosition.y)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnOpen(_data,_leftTime)
buildData=_data
self.title.text=buildData.dataMain.Name
self.infoTxt.text=buildData.dataMain.Name.."每分钟增加"..buildData.dataSingle.Gain.."特训经验"
leftTime=_leftTime
curHeroId=buildData.heroId
--LogError("buildData.dataMain.Id==="..buildData.dataMain.Id)
end
function this:OnShow()
this:Refresh(true,false)
end
function this:Refresh(isTop,isAni)
--self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
this:SetHeroList(isTop,isAni)
this:SetUpHero()
end
function this:SetUpHero()
local go = self.selctHero
local frame = Util.GetGameObject(go, "frame"):GetComponent("Image")
local icon = Util.GetGameObject(go, "icon"):GetComponent("Image")
local proIcon = Util.GetGameObject(go, "proIcon"):GetComponent("Image")
local starGrid = Util.GetGameObject(go, "star")
local choosed = Util.GetGameObject(go, "choosed")
local lv = Util.GetGameObject(go, "lvBg/lv"):GetComponent("Text")
local name = Util.GetGameObject(go, "name"):GetComponent("Text")
local trainLv=Util.GetGameObject(go, "trainLvBg/Text"):GetComponent("Text")
local trainObj=Util.GetGameObject(go, "trainLvBg")
local heroId = curHeroId
choosed:SetActive(false)
if heroId and heroId~="" then
local heroData = HeroManager.GetSingleHeroData(heroId)
if heroData then
go:SetActive(true)
frame.sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.heroConfig.Natural))
icon.sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.heroConfig.Icon))
proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
trainObj:SetActive(heroData.HeroTraining.trainingLv>0)
trainLv.text="特训等级"..heroData.HeroTraining.trainingLv
name.text=heroData.heroConfig.Name
lv.text=heroData.lv
SetHeroStars(self.spLoader,starGrid, heroData.star)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
Util.AddOnceClick(go,function ()
end)
local pos=buildData.dataSingle.Position
local max=0
local curValue=0
local train=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",heroData.heroConfig.Id,"Level",heroData.HeroTraining.trainingLv)
if train then
local aaa=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.TrainSetting,"PoolID",train.TrainSettingID,"Level",heroData.HeroTraining.trainingLv)
if pos==1 then
max=aaa.TrainExp1
curValue=heroData.HeroTraining.attackExp
elseif pos==2 then
max=aaa.TrainExp2
curValue=heroData.HeroTraining.defenseExp
elseif pos==3 then
max=aaa.TrainExp3
curValue=heroData.HeroTraining.hpExp
end
end
LogError("curvalue==========================="..curValue.." max=="..max.." buildData.dataSingle.Gain=="..buildData.dataSingle.Gain)
local endTime=buildData.heroStarTime+math.ceil((max-curValue)/buildData.dataSingle.Gain)*60
leftTime=endTime-GetTimeStamp()
this:SetTime(name)
end
else
go:SetActive(false)
end
-- Util.AddLongPressClick(go,function ()
-- UIManager.OpenPanel(UIName.RoleGetInfoPopup, false, heroId, 5)
-- end,0.5)
end
function this:SetHeroList(isTop,isAni)
local heroList = TrainBuildManager.GetAllCanTrainHero()
local list={}
curSelectObj=nil
--LogError("buildData.heroId======="..buildData.heroId)
local upList=TrainBuildManager.GetTrainHeroIds()
for k, v in pairs(heroList) do
if CheckListIsContainValue1(upList,v.dynamicId)==false or v.dynamicId==buildData.heroId then
table.insert(list,v)
end
end
self.noneObj:SetActive(#list==0)
self.scrollView:SetData(list, function (index, item)
this:ShowSingleHero(item, list[index],index)
end,not isTop,not isAni)
end
function this:SetTime(_text)
if self.timer then
self.timer:Stop()
self.timer = nil
end
if buildData.heroId and buildData.heroId~="" then
_text.gameObject:SetActive(true)
self.timer = Timer.New(function ()
if leftTime >= 0 then
_text.text = TimeToFelaxible(leftTime)
leftTime = leftTime -1
_text.gameObject:SetActive(true)
if leftTime < 0 then
--curObj.effect2:SetActive(true)
_text.text="已完成"
end
else
if buildData.heroId and buildData.heroId~="" then
_text.gameObject:SetActive(true)
_text.text="已完成"
end
end
end, 1, -1, true)
self.timer:Start()
else
_text.gameObject:SetActive(false)
end
end
function this:ShowSingleHero(go,data,index)
local heroData = data.heroConfig
Util.GetGameObject(go, "frame"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBgByHeroNatural(heroData.Natural))
Util.GetGameObject(go, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Icon))
Util.GetGameObject(go, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
Util.GetGameObject(go, "name"):GetComponent("Text").text = heroData.ReadingName
Util.GetGameObject(go, "choosed/Text"):GetComponent("Text").text="特训中"
Util.GetGameObject(go, "lvBg/lv"):GetComponent("Text").text = data.lv
local trainLv=Util.GetGameObject(go, "trainLvBg/Text"):GetComponent("Text")
local trainObj=Util.GetGameObject(go, "trainLvBg")
local choosed=Util.GetGameObject(go, "choosed")
choosed:SetActive(curHeroId==data.dynamicId)
if curHeroId==data.dynamicId then
curSelectObj=choosed
end
local trainInfo=Util.GetGameObject(go, "trainLvBg")
local trainLv=Util.GetGameObject(go, "trainLvBg/Text"):GetComponent("Text")
trainObj:SetActive(data.HeroTraining.trainingLv>0)
trainLv.text="特训等级"..data.HeroTraining.trainingLv
local starGrid = Util.GetGameObject(go, "star")
SetHeroStars(self.spLoader,starGrid,data.star)
Util.SetParticleSortLayer(starGrid,this.sortingOrder + 1)
Util.AddOnceClick(go,function()
if buildData.heroId and buildData.heroId~="" then
if data.dynamicId~=buildData.heroId then
PopupTipPanel.ShowTip("请先为当前英雄结束特训")
return
end
if data.dynamicId==buildData.heroId then
PopupTipPanel.ShowTip("当前英雄特训中")
return
end
end
if curHeroId~=data.dynamicId then
if curSelectObj then
curSelectObj:SetActive(false)
end
curHeroId=data.dynamicId
curSelectObj=choosed
else
curHeroId=nil
curSelectObj=nil
end
choosed:SetActive(curHeroId==data.dynamicId)
this:SetUpHero()
end)
end
function this:OnClose()
end
function this:OnDestroy()
self.itemList = {}
self.maskList = {}
self.wishListObj = {}
self.tabListObj = {}
self.spLoader:Destroy()
if self.timer then
self.timer:Stop()
self.timer = nil
end
end
return this