sk-client/Assets/ManagedResources/~Lua/Modules/Formation/View/AdventureFormation.lua

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2024-07-03 18:38:10 +08:00
local AdventureFormation = {}
local this = AdventureFormation
--- 是否需要切换编队的功能
this.IsNeedChangeFormation = true
--- 逻辑初始化
function this.Init(root, areaId)
this.root = root
this.areaId = areaId
this.InitView()
end
--- 获取需要显示的编队id
function this.GetFormationIndex()
return FormationManager.curFormationIndex
end
--- btn1点击回调事件
function this.On_Btn1_Click()
-- 编队为空
if #FormationManager.formationList[FormationManager.curFormationIndex].teamHeroInfos == 0 then
PopupTipPanel.ShowTipByLanguageId(10702)
return
end
-- 获取敌方数据
local MonsterGroupId = AdventureManager.Data[this.areaId].systemBoss
local MonsterGroup = ConfigManager.GetConfig(ConfigName.MonsterGroup)
if MonsterGroupId <= 1 or not MonsterGroup[MonsterGroupId] then
PopupTipPanel.ShowTip(GetLanguageStrById(10706) .. MonsterGroupId .. GetLanguageStrById(10707))
return
end
-- 开始战斗
FightPointPassManager.oldLevel = PlayerManager.level
AdventureManager.AdventurnChallengeRequest(this.areaId, this.root.curFormationIndex, 0, function()
this.root:ClosePanel()
local triggerCallBack
triggerCallBack = function (panelType, panel)
if panelType == UIName.AdventureMainPanel then --监听到AdventureMainPanel重新打开,再抛对应事件,否则接收不到
if(AdventureManager.fightResult==1) then
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.MonsterSayInfo,this.areaId)
end
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnOpen, triggerCallBack)
end
end
Game.GlobalEvent:AddEvent(GameEvent.UI.OnOpen, triggerCallBack)
end)
end
--
function this.InitView()
this.root.bg:SetActive(true)
this.root.btn_1:SetActive(true)
this.root.btn_1_lab.text = GetLanguageStrById(10708)
-- 进入副本显示设置
MapManager.isCarbonEnter = false
this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdventureTimes })
end
return this