PGRData/Script/matrix/xui/xuinewroomsingle/XUiNewRoomSingle.lua

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local XUiPanelBabelTower = require("XUi/XUiNewRoomSingle/XUiPanelBabelTower")
local XUiPanelRoleModel = require("XUi/XUiCharacter/XUiPanelRoleModel")
local CSXTextManagerGetText = CS.XTextManager.GetText
local XUiNewRoomSingle = XLuaUiManager.Register(XLuaUi, "UiNewRoomSingle")
local CHAR_POS1 = 1
local CHAR_POS2 = 2
local CHAR_POS3 = 3
local MAX_CHAR_COUNT = 3
local LONG_CLICK_TIME = 0
local TIMER = 1
local LOAD_TIME = 10
function XUiNewRoomSingle:OnAwake()
self:AutoAddListener()
self.PanelTip.gameObject:SetActiveEx(false)
self.ImgRoleRepace.gameObject:SetActiveEx(false)
end
--== data 可能包含的变量 ----
-- ChallengeCount
-- ForceConditionIds
-- NodeId
-- TeamBuffId
-- WorldBossTeamDatas
-- BabelTowerData
-- ChallengeId
-- ChessPursuitData
--== end ----
-- !!! 该界面已废弃请使用UiBattleRoleRoom
function XUiNewRoomSingle:OnStart(stageId, data, ...)
self.Args = { ... }
self.ChangeCharIndex = 0
local uiModelRoot = self.UiModelGo.transform
self.PanelCharacterInfo = {
[1] = {
PanelRoleEffect = uiModelRoot:FindTransform("PanelRoleEffect1"),
TongdiaoEffect = uiModelRoot:FindTransform("ImgEffectTongDiao1"),
RoleModelPanel = XUiPanelRoleModel.New(uiModelRoot:FindTransform("PanelRoleModel1"), self.Name, nil, true, nil, true, true),
},
[2] = {
PanelRoleEffect = uiModelRoot:FindTransform("PanelRoleEffect2"),
TongdiaoEffect = uiModelRoot:FindTransform("ImgEffectTongDiao2"),
RoleModelPanel = XUiPanelRoleModel.New(uiModelRoot:FindTransform("PanelRoleModel2"), self.Name, nil, true, nil, true, true),
},
[3] = {
PanelRoleEffect = uiModelRoot:FindTransform("PanelRoleEffect3"),
TongdiaoEffect = uiModelRoot:FindTransform("ImgEffectTongDiao3"),
RoleModelPanel = XUiPanelRoleModel.New(uiModelRoot:FindTransform("PanelRoleModel3"), self.Name, nil, true, nil, true, true),
},
}
self.Camera = self.Transform:GetComponent("Canvas").worldCamera
self.RectTransform = self.Transform:GetComponent("RectTransform")
self:InitInfo(stageId, data)
self.Proxy = XUiNewRoomSingleProxy.ProxyDic[self.StageInfos.Type]
self.BtnShowInfoToggle.CallBack = function(val)
self:OnBtnShowInfoToggleByProxy(val)
end
-- 默认助战为关闭状态
if XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.OtherHelp) then
self.BtnSupportToggle:SetButtonState(XUiButtonState.Normal)
end
self:InitEffectPositionInfo()
self:InitTeamData()
self:InitPanelTeam()
self:SetWeakness()
self:InitCharacterLimit()
self:InitBtnLongClicks()
self:SetCondition()
self:SetStageInfo()
self:InitEndurance()
--更新战力限制提示
self:InitFightControl()
--更新战斗信息
self:InitCharacterInfo()
self:InitFirstFightTabBtns()
if self.StageInfos.HaveAssist == 1 then
self:ShowAssistToggle(true)
-- 保存玩家选择助战状态
local assistSwitch = CS.UnityEngine.PlayerPrefs.GetInt(XPrefs.AssistSwitch .. XPlayer.Id)
if assistSwitch == nil or assistSwitch == 0 then
self:SetAssistStatus(false)
else
self:SetAssistStatus(true)
end
else
self:ShowAssistToggle(false)
self:SetAssistStatus(false)
end
-- 更新爬塔活动切换助战按钮状态
self:SetSwitchRole()
self:InitProxyPanel()
self:InitWorldBoss()
self:InitPanelBabelTower()
self:InitPanelNieR()
self:InitChessPursuit()
XEventManager.AddEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.UpdateTeamPrefab, self)
XEventManager.AddEventListener(XEventId.EVENT_FIGHT_BEGIN_PLAYMOVIE, self.OnOpenLoadingOrBeginPlayMovie, self)
XEventManager.AddEventListener(XEventId.EVENT_FIGHT_LOADINGFINISHED, self.OnOpenLoadingOrBeginPlayMovie, self)
-- 自动关闭
local openAutoClose, autoCloseEndTime, callback = self:GetAutoCloseInfo()
if openAutoClose then
self:SetAutoCloseInfo(autoCloseEndTime, callback)
end
end
function XUiNewRoomSingle:OnDestroy()
self:DestroyNewRoomSingle()
XUiHelper.StopAnimation()
self:RemoveTimer()
XEventManager.RemoveEventListener(XEventId.EVENT_TEAM_PREFAB_SELECT, self.UpdateTeamPrefab, self)
XEventManager.RemoveEventListener(XEventId.EVENT_FIGHT_BEGIN_PLAYMOVIE, self.OnOpenLoadingOrBeginPlayMovie, self)
XEventManager.RemoveEventListener(XEventId.EVENT_FIGHT_LOADINGFINISHED, self.OnOpenLoadingOrBeginPlayMovie, self)
end
function XUiNewRoomSingle:OnEnable()
XUiNewRoomSingle.Super.OnEnable(self)
self:InitFightControl()
self:InitCharacterInfo()
XEventManager.AddEventListener(XEventId.EVENT_ROOM_CHANGE_STAGE, self.OnSetStageId, self)
end
function XUiNewRoomSingle:OnDisable()
XUiNewRoomSingle.Super.OnDisable(self)
XDataCenter.FavorabilityManager.StopCv()
XEventManager.RemoveEventListener(XEventId.EVENT_ROOM_CHANGE_STAGE, self.OnSetStageId, self)
end
function XUiNewRoomSingle:OnSetStageId(stageId, data)
local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId)
if not CS.XFight.IsRunning and not XLuaUiManager.IsUiLoad("UiLoading") then
local contenttext = CS.XTextManager.GetText("StageChangeInfo", stageCfg.Name)
XUiManager.TipMsg(contenttext)
end
self:InitInfo(stageId, data)
self:RefreshCharacterTypeTips()
end
function XUiNewRoomSingle:InitInfo(stageId, data)
self.CurrentStageId = stageId
if data then
self.ChallengeCount = data.ChallengeCount
self.SuggestedConditionIds = data.SuggestedConditionIds -- 暂未使用
self.ForceConditionIds = data.ForceConditionIds
self.EventIds = data.EventIds -- 暂未使用
self.NodeId = data.NodeId
self.TeamBuffId = data.TeamBuffId
self.WorldBossTeamDatas = data.WorldBossTeamDatas
self.ChessPursuitData = data.ChessPursuitData
self.BabelTowerData = data.BabelTowerData
self.ChallengeId = data.ChallengeId
self.SimulateTrainInfo = data.SimulateTrainInfo
self.LivWarRaceData = data.LivWarRaceData
end
-- 需要默认值的变量
self.SuggestedConditionIds = self.SuggestedConditionIds or {}
self.ForceConditionIds = self.ForceConditionIds or {}
self.TypeIdMainLine = CS.XGame.Config:GetInt("TypeIdMainLine")
self.TypeIdBossSingle = CS.XGame.Config:GetInt("TypeIdBossSingle")
self.TypeIdExplore = CS.XGame.Config:GetInt("TypeIdExplore")
self.TypeIdRpgTower = CS.XGame.Config:GetInt("TypeIdRpgTower")
self.StageCfg = XDataCenter.FubenManager.GetStageCfg(stageId)
self.StageInfos = XDataCenter.FubenManager.GetStageInfo(stageId)
end
function XUiNewRoomSingle:InitEffectPositionInfo()
if self.StageInfos.Type ~= XDataCenter.FubenManager.StageType.InfestorExplore then
self.PanelEffectPosition.gameObject:SetActiveEx(false)
return
end
self.TxtEffectPosition.text = XDataCenter.FubenInfestorExploreManager.GetBuffDes()
self.PanelEffectPosition.gameObject:SetActiveEx(true)
end
function XUiNewRoomSingle:InitCharacterLimit()
local characterLimitType = self:GetCharacterLimitType()
if not XFubenConfigs.IsStageCharacterLimitConfigExist(characterLimitType) then
self.PanelCharacterLimit.gameObject:SetActiveEx(false)
return
else
self.PanelCharacterLimit.gameObject:SetActiveEx(true)
end
local icon = XFubenConfigs.GetStageCharacterLimitImageTeamEdit(characterLimitType)
self.ImgCharacterLimit:SetSprite(icon)
end
function XUiNewRoomSingle:GetCurTeamCharacterType()
for _, characterId in pairs(self.CurTeam.TeamData) do
if characterId > 0 then
return XCharacterConfigs.GetCharacterType(characterId)
end
end
end
-- 获取队伍类型队列
function XUiNewRoomSingle:GetCurTeamCharacterTypeList()
local result = {}
for _, characterId in pairs(self.CurTeam.TeamData) do
if characterId > 0 then
table.insert(result, XCharacterConfigs.GetCharacterType(characterId))
end
end
return result
end
function XUiNewRoomSingle:RefreshCharacterTypeTips()
if self.Proxy and self.Proxy.RefreshCharacterTypeTips then
return self.Proxy.RefreshCharacterTypeTips(self)
end
local stageId = self.CurrentStageId
local limitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(stageId)
local characterType = self:GetCurTeamCharacterType()
local characterLimitType = self:GetCharacterLimitType()
local text = XFubenConfigs.GetStageCharacterLimitTextTeamEdit(characterLimitType, characterType, limitBuffId)
self.TxtCharacterLimit.text = text
end
-- 首次出场按钮组
function XUiNewRoomSingle:InitFirstFightTabBtns()
if self:GetIsHideSwitchFirstFightPosBtnsWithProxy() then
-- 出场按钮组与队长技能选择的显隐
self.PanelTeamLeader.gameObject:SetActiveEx(false)
self.PanelBtnLeader.gameObject:SetActiveEx(false)
return
end
local tabGroup = {
self.BtnRed,
self.BtnBlue,
self.BtnYellow,
}
self.PanelTabCaptain:Init(tabGroup, function(tabIndex) self:OnFirstFightTabClick(tabIndex) end)
-- 首发位为nil或0,使其与队长位一致(因为服务器在之前只有队长位,后面区分了队长位与首发位,存在有队长位,没有首发位的情况)
if self.CurTeam.FirstFightPos == nil or self.CurTeam.FirstFightPos == 0 then
self.CurTeam.FirstFightPos = self.CurTeam.CaptainPos
end
-- 首发位依然为nil或0则报错默认第一位为首发位
if self.CurTeam.FirstFightPos == nil then
XLog.Error("XUiNewRoomSingle:InitFirstFightTabBtns函数错误, self.CurTeam.FirstFightPos为nil")
self.CurTeam.FirstFightPos = CHAR_POS1
elseif self.CurTeam.FirstFightPos == 0 then
XLog.Error("XUiNewRoomSingle:InitFirstFightTabBtns函数错误, self.CurTeam.FirstFightPos为0")
self.CurTeam.FirstFightPos = CHAR_POS1
end
self.PanelTabCaptain:SelectIndex(self.CurTeam.FirstFightPos)
end
-- 设置首次出场
function XUiNewRoomSingle:OnFirstFightTabClick(tabIndex)
local firstFightPos = self.CurTeam.FirstFightPos
if firstFightPos == tabIndex then
return
end
self.CurTeam.FirstFightPos = tabIndex
self:SetFirstFightPosWithProxy(tabIndex)
self:SetTeamByProxy()
if self:IsBabelTower() then
local cb = self.BabelTowerData.Cb
if cb then
cb(self.CurTeam.TeamData, self.CurTeam.CaptainPos, self.CurTeam.FirstFightPos)
end
end
self:InitPanelTeam()
end
-- 设置队长技能
function XUiNewRoomSingle:OnClickTabCallBack(tabIndex)
local captainPos = self.CurTeam.CaptainPos
if captainPos == tabIndex then
return
end
self.CurTeam.CaptainPos = tabIndex
self:SetCaptainPosWithProxy(tabIndex)
self:SetTeamByProxy()
local isUnionKillType = self:IsUnionKillType()
if isUnionKillType then
self:UpdateTeamCaptionPos()
end
if self:IsBabelTower() then
local cb = self.BabelTowerData.Cb
if cb then
cb(self.CurTeam.TeamData, self.CurTeam.CaptainPos, self.CurTeam.FirstFightPos)
end
end
self:InitPanelTeam()
end
function XUiNewRoomSingle:OnOpenLoadingOrBeginPlayMovie()
self:Remove()
end
function XUiNewRoomSingle:AutoAddListener()
self:RegisterClickEvent(self.BtnBack, self.OnBtnBackClick)
self:RegisterClickEvent(self.BtnMainUi, self.OnBtnMainUiClick)
self:RegisterClickEvent(self.BtnTeamPrefab, self.OnBtnTeamPrefabClick)
self:RegisterClickEvent(self.BtnChar1, self.OnBtnChar1Click)
self:RegisterClickEvent(self.BtnChar2, self.OnBtnChar2Click)
self:RegisterClickEvent(self.BtnChar3, self.OnBtnChar3Click)
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self.CharacterPets1:GetObject("BtnClick").CallBack = function() self:HandlePartnerClick(CHAR_POS1) end
self.CharacterPets2:GetObject("BtnClick").CallBack = function() self:HandlePartnerClick(CHAR_POS2) end
self.CharacterPets3:GetObject("BtnClick").CallBack = function() self:HandlePartnerClick(CHAR_POS3) end
self.BtnEnterFight.CallBack = function() self:OnBtnEnterFightClick() end
self.BtnSupportToggle.CallBack = function(state) self:OnBtnAssistToggleClick(state) end
self.BtnSwitchRole01.CallBack = function() self:OnBtnSwitchRoleClick() end
self.BtnSwitchRole02.CallBack = function() self:OnBtnSwitchRoleClick() end
self.BtnTeamBuff.CallBack = function() self:OnClickBtnTeamBuff() end
self.BtnGo.CallBack = function() self:OnPanelBtnLeaderClick() end
if not XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.OtherHelp) then
self.BtnSupportToggle:SetDisable(true)
end
end
function XUiNewRoomSingle:OnPanelBtnLeaderClick()
-- 获取机器人为RobotId玩家角色为CharacterId的队伍数据
-- 如果代理没有实现该接口且队伍拥有没有使用RobotId的机器人则无法获取机器人配置的时装与解放等级数据队长头像会使用初始头像
local realCharData = self:GetRealCharDataByProxy()
local teamData = realCharData or self.CurTeam.TeamData
XLuaUiManager.Open("UiNewRoomSingleTip", self, teamData, self.CurTeam.CaptainPos, function(index)
self:OnClickTabCallBack(index)
end)
end
function XUiNewRoomSingle:OnBtnTeamPrefabClick()
if self:IsWorldBossType() then
return
end
if self:IsRogueLikeType() then
return
end
if self:CheckHasRobot() then
return
end
local stageId = self.CurrentStageId
local limitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(stageId)
local characterLimitType = self:GetCharacterLimitType()
local teamGridId = self:GetTeamGridId()
XLuaUiManager.Open("UiRoomTeamPrefab", self.CurTeam.CaptainPos, self.CurTeam.FirstFightPos, characterLimitType, limitBuffId, self.StageInfos.Type, teamGridId, nil, stageId, self.CurTeam)
end
function XUiNewRoomSingle:GetTeamGridId()
local teamGridId
if self:IsChessPursuit() then
teamGridId = self.ChessPursuitData.TeamGridIndex
end
return teamGridId
end
function XUiNewRoomSingle:OnBtnShowInfoToggle(val)
if val then
local key = "NewRoomShowInfoToggle" .. tostring(XPlayer.Id)
CS.UnityEngine.PlayerPrefs.SetInt(key, val)
end
self:InitCharacterInfo()
end
function XUiNewRoomSingle:OnBtnAssistToggleClick(state)
if self:IsRogueLikeType() or self:IsUnionKillType() then
return
end
if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.OtherHelp) then
return
end
self:SetAssistStatus(XUiHelper.GetToggleVal(state))
local assistSwitch = self:GetAssistStatus() and 1 or 0
CS.UnityEngine.PlayerPrefs.SetInt(XPrefs.AssistSwitch .. XPlayer.Id, assistSwitch)
if self:GetAssistStatus() then
self:PlayTips("FightAssistOpen", true)
else
self:PlayTips("FightAssistClose", false)
end
end
function XUiNewRoomSingle:SetBossSingleInfo()
self:ShowAssistToggle(false)
end
-- 初始化长按事件
function XUiNewRoomSingle:InitBtnLongClicks()
local btnLongClick1 = self.BtnChar1:GetComponent("XUiPointer")
local btnLongClick2 = self.BtnChar2:GetComponent("XUiPointer")
local btnLongClick3 = self.BtnChar3:GetComponent("XUiPointer")
XUiButtonLongClick.New(btnLongClick1, 10, self, nil, self.OnBtnUnLockLongClick1, self.OnBtnUnLockLongUp, false)
XUiButtonLongClick.New(btnLongClick2, 10, self, nil, self.OnBtnUnLockLongClick2, self.OnBtnUnLockLongUp, false)
XUiButtonLongClick.New(btnLongClick3, 10, self, nil, self.OnBtnUnLockLongClick3, self.OnBtnUnLockLongUp, false)
end
function XUiNewRoomSingle:OnBtnUnLockLongUp()
self.ImgRoleRepace.gameObject:SetActiveEx(false)
self.IsUp = not self.IsUp
LONG_CLICK_TIME = 0
local stageId = self.CurrentStageId
if not self:CheckCharCanClickByProxy(stageId) then
return
end
if self.ChangeCharIndex > 0 then
local targetX = math.floor(self:GetPisont().x + self.RectTransform.rect.width / 2)
local targetIndex
if targetX <= self.RectTransform.rect.width / 3 then
targetIndex = CHAR_POS2
elseif targetX > self.RectTransform.rect.width / 3 and targetX <= self.RectTransform.rect.width / 3 * 2 then
targetIndex = CHAR_POS1 --UI的位置1号位是在中间的
else
targetIndex = CHAR_POS3
end
local changeIndex = self.ChangeCharIndex
if targetIndex > 0 and targetIndex ~= changeIndex then
local teamData = XTool.Clone(self.CurTeam.TeamData)
local targetId = teamData[targetIndex]
teamData[targetIndex] = teamData[changeIndex]
teamData[changeIndex] = targetId
self:HandleSwitchTeamPosWithProxy(changeIndex, targetIndex)
self:UpdateTeam(teamData)
if self:IsUnionKillType() then
self:SwitchCacheTeam(changeIndex, targetIndex)
end
if self:IsRogueLikeType() and self.RogueLikeIsRobot then
local teamCache = self.ChooseRobots
local temp = teamCache[changeIndex]
teamCache[changeIndex] = teamCache[targetIndex]
teamCache[targetIndex] = temp
end
end
self.ChangeCharIndex = 0
end
end
function XUiNewRoomSingle:SeBtnUnLockLongClickt(index, time)
if not self:CheckCharCanLongClickByProxy(self.CurrentStageId) then
return
end
if self.CurTeam.TeamData[index] <= 0 then
self.IsUp = true
return
end
LONG_CLICK_TIME = LONG_CLICK_TIME + time / 1000
if self.IsUp then
self.IsUp = false
return
end
if LONG_CLICK_TIME > TIMER and not self.IsUp then
self.IsUp = false
if not self.ImgRoleRepace.gameObject.activeSelf then
self.ImgRoleRepace.gameObject:SetActiveEx(true)
end
self.ImgRoleRepace.gameObject.transform.localPosition = self:GetPisont()
end
if self.ChangeCharIndex <= 0 then
self.ChangeCharIndex = index
end
end
function XUiNewRoomSingle:GetPisont()
local screenPoint
if CS.UnityEngine.Application.platform == CS.UnityEngine.RuntimePlatform.WindowsEditor or CS.UnityEngine.Application.platform == CS.UnityEngine.RuntimePlatform.WindowsPlayer then
screenPoint = CS.UnityEngine.Vector2(CS.UnityEngine.Input.mousePosition.x, CS.UnityEngine.Input.mousePosition.y)
else
screenPoint = CS.UnityEngine.Input.GetTouch(0).position
end
-- 设置拖拽
local hasValue, v2 = CS.UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(self.RectTransform, screenPoint, self.Camera)
if hasValue then
return CS.UnityEngine.Vector3(v2.x, v2.y, 0)
else
return CS.UnityEngine.Vector3.zero
end
end
function XUiNewRoomSingle:OnBtnUnLockLongClick1(time)
self:SeBtnUnLockLongClickt(CHAR_POS1, time)
end
function XUiNewRoomSingle:OnBtnUnLockLongClick2(time)
self:SeBtnUnLockLongClickt(CHAR_POS2, time)
end
function XUiNewRoomSingle:OnBtnUnLockLongClick3(time)
self:SeBtnUnLockLongClickt(CHAR_POS3, time)
end
-- 初始化 team 数据
function XUiNewRoomSingle:InitTeamData()
local curTeam
curTeam = self:GetTeamByProxy()
if not curTeam then
if self.StageInfos.Type == XDataCenter.FubenManager.StageType.BossSingle then
curTeam = XDataCenter.TeamManager.GetPlayerTeam(self.TypeIdBossSingle)
elseif self.StageInfos.Type == XDataCenter.FubenManager.StageType.Explore then
curTeam = XDataCenter.TeamManager.GetPlayerTeam(self.TypeIdExplore)
--每次进入清空上次的选则
for i = 1, #curTeam.TeamData do
curTeam.TeamData[i] = 0
end
elseif self:IsWorldBossType() then
local characterDatas = self.WorldBossTeamDatas
local tmpData = {}
for index, data in pairs(characterDatas) do
tmpData.TeamData = tmpData.TeamData or {}
if data.IsCaptain then
tmpData.CaptainPos = index
end
if data.IsFirstFight then
tmpData.FirstFightPos = index
end
if data.RobotId > 0 then
table.insert(tmpData.TeamData, data.RobotId)
elseif data.Id > 0 then
table.insert(tmpData.TeamData, data.Id)
else
table.insert(tmpData.TeamData, 0)
end
end
curTeam = next(tmpData) and tmpData
curTeam = curTeam or XWorldBossConfigs.DefaultTeam
elseif self:IsChessPursuit() then
-- 默认清空
curTeam = self.ChessPursuitData.CurTeam
elseif self:IsBabelTower() then
curTeam = self.BabelTowerData.TeamList
elseif self:IsNieRType() then
curTeam = XDataCenter.NieRManager.GetPlayerTeamData(self.CurrentStageId)
else
curTeam = XDataCenter.TeamManager.GetPlayerTeam(self.TypeIdMainLine)
end
end
if curTeam == nil then
return
end
self:LimitCharacterByProxy(curTeam)
-- 初始化爬塔阵容
if self:IsRogueLikeType() then
curTeam = self:RogueLikeInitTeam(curTeam)
end
-- 初始化狙击战阵容
if self:IsUnionKillType() then
curTeam = self:UnionKillInitTeam(curTeam)
end
self.CurTeam = curTeam
local stageCfg = XDataCenter.FubenManager.GetStageCfg(self.CurrentStageId)
local RobotIds = self:GetRobotIdsByProxy(self.CurrentStageId)
self.HasRobot = RobotIds and #RobotIds > 0 or (self:IsNieRType() and self.Args[3])
if RobotIds and #RobotIds > 0 then
self.CurTeam.TeamData = {}
for i = 1, MAX_CHAR_COUNT do
if i > #RobotIds then
table.insert(self.CurTeam.TeamData, 0)
else
local charId = XRobotManager.GetCharacterId(RobotIds[i])
table.insert(self.CurTeam.TeamData, charId)
end
end
-- 有机器人出战位和首发位设为1
self.CurTeam.CaptainPos = self:GetCaptainPos()
self.CurTeam.FirstFightPos = self:GetFirstFightPos()
end
for i = 1, MAX_CHAR_COUNT do
local teamCfg = XTeamConfig.GetTeamCfgById(i)
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if teamCfg and not string.IsNilOrEmpty(teamCfg.EffectPath) then
self.PanelCharacterInfo[i].PanelRoleEffect:LoadPrefab(teamCfg.EffectPath, false)
end
end
end
-- team Ui 初始化
function XUiNewRoomSingle:InitPanelTeam()
self.BtnEnterFight:SetDisable(true, false)
if not self.CurTeam then
return
end
local firstFightPos = self.CurTeam.FirstFightPos
-- 记录是否全部加载完成
self.LoadModelCount = 0
for i = 1, MAX_CHAR_COUNT do
local posData = self.CurTeam.TeamData[i]
if posData and posData > 0 then
self.LoadModelCount = self.LoadModelCount + 1
end
-- 设置首发标签,隐藏所有队长标签
self["PanelLeader" .. i].gameObject:SetActiveEx(false)
self["PanelFirstRole" .. i].gameObject:SetActiveEx(not self:GetIsHideSwitchFirstFightPosBtnsWithProxy()
and i == firstFightPos)
end
for i = 1, MAX_CHAR_COUNT do
self["Timer" .. i] = XScheduleManager.ScheduleOnce(function()
-- if XTool.UObjIsNil(self.Transform) or not self.GameObject.activeSelf then
-- return
-- end
if XTool.UObjIsNil(self.Transform) then
return
end
local posData = self.CurTeam.TeamData[i]
if posData and posData > 0 then
self:UpdateRoleModelByProxy(posData, self.PanelCharacterInfo[i].RoleModelPanel, i)
self["ImgAdd" .. i].gameObject:SetActiveEx(false)
self:UpdateRoleStanmina(posData, i)
else
self["PanelStaminaBar" .. i].gameObject:SetActiveEx(false)
self["ImgAdd" .. i].gameObject:SetActiveEx(true)
end
end, i * LOAD_TIME)
end
self:RefreshCaptainSkill()
end
function XUiNewRoomSingle:UpdateFightControl()
local teamAbility = {}
for _, v in ipairs(self.CurTeam.TeamData) do
if self.Proxy and self.Proxy.GetCharAbility then
table.insert(teamAbility, self.Proxy.GetCharAbility(v))
end
local isRobot = XRobotManager.CheckIsRobotId(v)
local char = XDataCenter.CharacterManager.GetCharacter(v)
if isRobot then
table.insert(teamAbility, XRobotManager.GetRobotAbility(v))
elseif char == nil then
table.insert(teamAbility, 0)
else
table.insert(teamAbility, char.Ability)
end
end
local conditionResult = true
for _, id in pairs(self.ForceConditionIds) do
local ret = XConditionManager.CheckCondition(id, self.CurTeam.TeamData)
if not ret then
conditionResult = false
end
end
self.FightControlResult = self.FightControl:UpdateInfo(self.StageCfg.FightControlId, teamAbility, conditionResult, self.CurrentStageId, self.CurTeam.TeamData)
end
function XUiNewRoomSingle:RemoveTimer()
for i = 1, MAX_CHAR_COUNT do
if self["Timer" .. i] then
XScheduleManager.UnSchedule(self["Timer" .. i])
self["Timer" .. i] = nil
end
end
end
--更新模型
function XUiNewRoomSingle:UpdateRoleModel(charId, roleModelPanel, pos)
roleModelPanel:ShowRoleModel() -- 先Active 再加载模型以及播放动画
local callback = function()
self.LoadModelCount = self.LoadModelCount - 1
if self.LoadModelCount <= 0 then
self.BtnEnterFight:SetDisable(false)
end
end
-- 根据机器人id来更新模型
if self.HasRobot then
local RobotIds = self:GetRobotIdsByProxy(self.CurrentStageId)
local robotId = RobotIds[pos]
self:UpdateRobotModel(robotId, roleModelPanel, callback)
else
if self:IsRogueLikeType() and self.RogueLikeIsRobot then
roleModelPanel:UpdateCharacterModel(charId, nil, nil, nil, callback, self:GetRogueLikeFactionByCid(charId))
elseif self:IsUnionKillType() then
self:UpdateUnionKillMode(roleModelPanel, pos, callback, charId)
else
if XRobotManager.CheckIsRobotId(charId) then
local robotId = charId
self:UpdateRobotModel(robotId, roleModelPanel, callback)
else
roleModelPanel:UpdateCharacterModel(charId, nil, nil, nil, callback)
end
end
end
end
--==============================
---@desc 更新机器人模型,支持自定义涂装
---@robotId 机器人Id
---@roleModelPanel @class XUiPanelRoleModel
---@callback 回调
--==============================
function XUiNewRoomSingle:UpdateRobotModel(robotId, roleModelPanel, callback)
local characterId = XRobotManager.GetCharacterId(robotId)
local isOwn = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
if XRobotManager.CheckUseFashion(robotId) and isOwn then
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
local viewModel = character:GetCharacterViewModel()
roleModelPanel:UpdateCharacterModel(characterId, nil, nil, nil, callback, viewModel:GetFashionId())
else
local robotCfg = XRobotManager.GetRobotTemplate(robotId)
roleModelPanel:UpdateRobotModel(robotId, characterId, callback, robotCfg.FashionId, robotCfg.WeaponId)
end
end
--更新耐力值
function XUiNewRoomSingle:UpdateRoleStanmina(charId, index)
local maxStamina = 9
local curStamina = 0
if self.StageInfos.Type == XDataCenter.FubenManager.StageType.BossSingle then
maxStamina = XDataCenter.FubenBossSingleManager.GetMaxStamina()
curStamina = maxStamina - XDataCenter.FubenBossSingleManager.GetCharacterChallengeCount(charId)
elseif self.StageInfos.Type == XDataCenter.FubenManager.StageType.Explore then
maxStamina = XDataCenter.FubenExploreManager.GetMaxEndurance(XDataCenter.FubenExploreManager.GetCurChapterId())
curStamina = maxStamina - XDataCenter.FubenExploreManager.GetEndurance(XDataCenter.FubenExploreManager.GetCurChapterId(), charId)
else
self["PanelStaminaBar" .. index].gameObject:SetActiveEx(false)
return
end
local text = CSXTextManagerGetText("RoomStamina", curStamina, maxStamina)
self["TxtMyStamina" .. index].text = text
self["ImgStaminaExpFill" .. index].fillAmount = curStamina / maxStamina
self["PanelStaminaBar" .. index].gameObject:SetActiveEx(true)
end
function XUiNewRoomSingle:SetAssistStatus(active)
if XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.OtherHelp) then
if active then
self.BtnSupportToggle:SetButtonState(XUiButtonState.Select)
else
self.BtnSupportToggle:SetButtonState(XUiButtonState.Normal)
end
end
end
function XUiNewRoomSingle:ShowAssistToggle(show)
if show then
self.BtnSupportToggle.gameObject:SetActiveEx(true)
else
self.BtnSupportToggle.gameObject:SetActiveEx(false)
end
end
function XUiNewRoomSingle:GetAssistStatus()
return self.BtnSupportToggle:GetToggleState()
end
function XUiNewRoomSingle:SetWeakness()
self.PanelWeakness.gameObject:SetActiveEx(true)
local eventDesc
if self.EventIds and #self.EventIds > 0 and self.EventIds[1] > 0 then
eventDesc = XRoomSingleManager.GetEvenDesc(self.EventIds[1])
self.TxtWeaknessDesc.text = eventDesc
return
end
eventDesc = XRoomSingleManager.GetEventDescByMapId(self.CurrentStageId)
if eventDesc then
self.TxtWeaknessDesc.text = eventDesc
else
self.PanelWeakness.gameObject:SetActiveEx(false)
end
end
function XUiNewRoomSingle:SetCondition()
self.GridCondition.gameObject:SetActiveEx(false)
local stageSuggestedConditionIds, stageForceConditionIds = XDataCenter.FubenManager.GetConditonByMapId(self.CurrentStageId)
for _, value in pairs(stageSuggestedConditionIds) do
table.insert(self.SuggestedConditionIds, value)
end
for _, value in pairs(stageForceConditionIds) do
table.insert(self.ForceConditionIds, value)
end
for _, id in pairs(self.SuggestedConditionIds) do
self:SetConditionGrid(id)
end
for _, id in pairs(self.ForceConditionIds) do
self:SetConditionGrid(id)
end
end
function XUiNewRoomSingle:SetConditionGrid(id)
local item = CS.UnityEngine.Object.Instantiate(self.GridCondition)
item.gameObject.transform:SetParent(self.PanelConditionContent, false)
local textDesc = item.gameObject.transform:Find("TxtDesc"):GetComponent("Text")
local _, desc = XConditionManager.CheckCondition(id, self.CurTeam.TeamData)
textDesc.text = desc
item.gameObject:SetActiveEx(true)
end
function XUiNewRoomSingle:RefreshCaptainSkill()
-- 开启技能面板、队长头像、技能描述
self.PanelSkill.gameObject:SetActiveEx(true)
self.PanelRole.gameObject:SetActiveEx(true)
self.TxtSkillDesc.gameObject:SetActiveEx(true)
local teamMemberNum = self:GetCurTeamMemberNum()
local captainId = self:GetCaptainIdByProxy()
-- 获取机器人为RobotId玩家角色为CharacterId的队伍数据
-- 如果代理没有实现该接口且队伍拥有没有使用RobotId的机器人则无法获取机器人配置的时装与解放等级数据队长头像会使用初始头像
local realCharData = self:GetRealCharDataByProxy()
if realCharData then
captainId = realCharData[self.CurTeam.CaptainPos]
end
if captainId == nil or captainId <= 0 then
-- 当前队长位没有角色
if teamMemberNum <= 0 then
-- 队伍内没有角色,隐藏技能面板
self.PanelSkill.gameObject:SetActiveEx(false)
else
-- 队伍内还有其他角色,隐藏队长头像与技能描述
self.PanelRole.gameObject:SetActiveEx(false)
self.TxtSkillDesc.gameObject:SetActiveEx(false)
-- 队长技能名称更改为未选择队长
self.TxtSkillName.text = CS.XTextManager.GetText("TeamDoNotChooseCaptain")
end
return
end
-- 获取队长技能信息
local captianSkillInfo
if not XRobotManager.CheckIsRobotId(captainId) then
captianSkillInfo = XDataCenter.CharacterManager.GetCaptainSkillInfo(captainId)
else
captianSkillInfo = XRobotManager.GetRobotCaptainSkillInfo(captainId)
end
if captianSkillInfo == nil then
return
end
-- 设置队长技能图标与名称
self:SetUiSprite(self.ImgSkillIcon, captianSkillInfo.Icon)
self.TxtSkillName.text = captianSkillInfo.Name
-- 设置队长头像与队长技能描述
local head
local skillDesc
if not XRobotManager.CheckIsRobotId(captainId) then
if self.HasRobot or self.RogueLikeIsRobot then
-- 使用了CharacterId的机器人
skillDesc = captianSkillInfo.Intro
-- 机器人使用了CharacterId无法得知机器人的RobotId获取终解等级与时装配置数据使用初始头像代替
head = XDataCenter.CharacterManager.GetCharSmallHeadIcon(captainId, true)
else
-- 玩家角色
skillDesc = captianSkillInfo.Level > 0 and captianSkillInfo.Intro or CS.XTextManager.GetText("CaptainSkillLock")
head = XDataCenter.CharacterManager.GetCharSmallHeadIcon(captainId)
end
else
-- 使用了RobotId的机器人
head = XRobotManager.GetRobotSmallHeadIcon(captainId)
skillDesc = captianSkillInfo.Intro
end
if head then
self.RImgCapIcon:SetRawImage(head)
end
if skillDesc then
self.TxtSkillDesc.text = skillDesc
end
end
function XUiNewRoomSingle:SetStageInfo()
local chapterName, stageName = XDataCenter.FubenManager.GetFubenNames(self.CurrentStageId)
self.TxtChapterName.text = chapterName
self.TxtStageName.text = stageName
end
function XUiNewRoomSingle:InitEndurance()
if self.StageInfos.Type == XDataCenter.FubenManager.StageType.Explore then
if XDataCenter.FubenExploreManager.IsNodeFinish(XDataCenter.FubenExploreManager.GetCurChapterId(), XDataCenter.FubenExploreManager.GetCurNodeId()) then
self.PanelEndurance.gameObject:SetActiveEx(false)
else
self.PanelEndurance.gameObject:SetActiveEx(true)
self.TxtEnduranceNum.text = XDataCenter.FubenExploreManager.GetCurNodeEndurance()
end
else
self.PanelEndurance.gameObject:SetActiveEx(false)
end
end
--更新战斗信息
function XUiNewRoomSingle:InitCharacterInfo()
self:UpdateTeamBuff()
self:UpdatePartnerInfo()
self:UpdateFeatureInfo()
--机器人关卡不显示战斗信息
if self.HasRobot or self:IsRogueLikeType() or self:IsUnionKillType() or self:IsNieRType() then
self.BtnShowInfoToggle.gameObject:SetActiveEx(false)
for i = 1, MAX_CHAR_COUNT do
self["CharacterInfo" .. i].gameObject:SetActiveEx(false)
end
self:InitCharacterInfoByProxy()
return
end
self.BtnShowInfoToggle.gameObject:SetActiveEx(true)
self.IsShowCharacterInfo = 0
local key = "NewRoomShowInfoToggle" .. tostring(XPlayer.Id)
if CS.UnityEngine.PlayerPrefs.HasKey(key) then
self.IsShowCharacterInfo = CS.UnityEngine.PlayerPrefs.GetInt(key)
else
CS.UnityEngine.PlayerPrefs.SetInt(key, 0)
end
self:InitCharacterInfoByProxy()
self.PanelCombatPower = {}
self.TxtCombatPower = {}
self.ImgCombatPower = {}
for i = 1, MAX_CHAR_COUNT do
-- 位于角色右上方的战斗参数
self.PanelCombatPower[i] = self["CharacterInfo" .. i]
self.TxtCombatPower[i] = self["TxtFight" .. i]
self.ImgCombatPower[i] = self["RImgType" .. i]
end
if self.IsShowCharacterInfo > 0 then
self.BtnShowInfoToggle:SetButtonState(XUiButtonState.Select)
for i = 1, #self.CurTeam.TeamData do
if not XRobotManager.CheckIsRobotId(self.CurTeam.TeamData[i]) then
local character = XDataCenter.CharacterManager.GetCharacter(self.CurTeam.TeamData[i])
if character == nil then
self.PanelCombatPower[i].gameObject:SetActiveEx(false)
else
self.PanelCombatPower[i].gameObject:SetActiveEx(true)
self.TxtCombatPower[i].text = math.floor(character.Ability)
self.ImgCombatPower[i]:SetRawImage(XCharacterConfigs.GetNpcTypeIcon(character.Type))
end
elseif self.CurTeam.TeamData[i] > 0 then
local robotId = self.CurTeam.TeamData[i]
local robotData = XRobotManager.GetRobotTemplate(robotId)
local detailConfig = XCharacterConfigs.GetCharDetailTemplate(robotData.CharacterId)
local careerConfig = XCharacterConfigs.GetNpcTypeTemplate(detailConfig.Career)
if robotData == nil then
self.PanelCombatPower[i].gameObject:SetActiveEx(false)
else
self.PanelCombatPower[i].gameObject:SetActiveEx(true)
if self.Proxy and self.Proxy.GetCharAbility then
self.TxtCombatPower[i].text = self.Proxy.GetCharAbility(robotId)
else
self.TxtCombatPower[i].text = XRobotManager.GetRobotAbility(robotId)
end
self.ImgCombatPower[i]:SetRawImage(careerConfig.Icon)
end
else
self.PanelCombatPower[i].gameObject:SetActiveEx(false)
end
end
else
self.BtnShowInfoToggle:SetButtonState(XUiButtonState.Normal)
for i = 1, MAX_CHAR_COUNT do
self.PanelCombatPower[i].gameObject:SetActiveEx(false)
end
end
end
function XUiNewRoomSingle:DefaultUpdatePartnerInfo()
if self.HasRobot or self:IsRogueLikeType() or self:IsUnionKillType() or self:IsNieRType() then
for i = 1, MAX_CHAR_COUNT do
local stageCfg = XDataCenter.FubenManager.GetStageCfg(self.CurrentStageId)
local robotId = stageCfg.RobotId[i]
if robotId then
local robotPartner = XRobotManager.GetRobotPartner(robotId)
self:ShowPartner(self["CharacterPets" .. i], robotPartner, true)
else
self["CharacterPets" .. i].gameObject:SetActiveEx(false)
end
end
return
end
self.PanelPartner = {}
for i = 1, MAX_CHAR_COUNT do
self.PanelPartner[i] = self["CharacterPets" .. i]
end
for i = 1, #self.CurTeam.TeamData do
if not XRobotManager.CheckIsRobotId(self.CurTeam.TeamData[i]) then
local character = XDataCenter.CharacterManager.GetCharacter(self.CurTeam.TeamData[i])
if character == nil then
self.PanelPartner[i].gameObject:SetActiveEx(false)
else
self.PanelPartner[i].gameObject:SetActiveEx(true)
local partner = XDataCenter.PartnerManager.GetCarryPartnerEntityByCarrierId(character.Id)
self:ShowPartner(self.PanelPartner[i], partner, false)
end
elseif self.CurTeam.TeamData[i] > 0 then
local robotId = self.CurTeam.TeamData[i]
local robotData = XRobotManager.GetRobotTemplate(robotId)
local robotPartner = XRobotManager.GetRobotPartner(robotId)
if robotData == nil then
self.PanelPartner[i].gameObject:SetActiveEx(false)
else
self.PanelPartner[i].gameObject:SetActiveEx(true)
self:ShowPartner(self.PanelPartner[i], robotPartner, true)
end
else
self.PanelPartner[i].gameObject:SetActiveEx(false)
end
end
end
function XUiNewRoomSingle:DefaultUpdateFeatureInfo()
for i = 1, MAX_CHAR_COUNT do
self["CharacterFeature" .. i].gameObject:SetActiveEx(false)
end
self.PanelStageFeature.gameObject:SetActiveEx(false)
end
function XUiNewRoomSingle:ShowPartner(panel, partner, IsRobot)
if partner and next(partner) then
panel:GetObject("RImgType"):SetRawImage(partner:GetIcon())
end
local IsHasPartner = partner and next(partner)
panel:GetObject("RImgType").gameObject:SetActiveEx(IsHasPartner)
panel.gameObject:SetActiveEx(IsHasPartner or (not IsRobot))
end
function XUiNewRoomSingle:OnBtnBackClick()
self:Close()
end
function XUiNewRoomSingle:OnBtnMainUiClick()
if self.Proxy and self.Proxy.HandleBtnMainUiClick then
self.Proxy.HandleBtnMainUiClick()
return
else
XLuaUiManager.RunMain()
end
end
function XUiNewRoomSingle:HandleCharClick(charPos)
if self:IsRogueLikeType() and self.RogueLikeIsRobot then
self:OnRogueLikeChangeRole(charPos)
return
end
if self:IsUnionKillType() then
self:OnUnionKillChangeRole(charPos)
return
end
local stageId = self.CurrentStageId
-- 默认交给代理检查,否则目前单一检查是否为机器人
if not self:CheckCharCanClickByProxy(stageId) then
return
end
local teamData = XTool.Clone(self.CurTeam.TeamData)
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
if self:IsChessPursuit() then
XLuaUiManager.Open("UiRoomCharacter", teamData, charPos, function(resTeam)
self:UpdateTeam(resTeam)
end, stageInfo.Type, nil, {
IsHideQuitButton = self.ChessPursuitData.SceneUiType == XChessPursuitCtrl.SCENE_UI_TYPE.BOSS_ROUND,
RobotIdList = self.ChessPursuitData.RobotList,
MapId = self.ChessPursuitData.MapId,
TeamGridIndex = self.ChessPursuitData.TeamGridIndex,
SceneUiType = self.ChessPursuitData.SceneUiType,
})
elseif self:IsBabelTower() then
self:OpenBabelRoomCharacter(teamData, charPos)
elseif self:IsWorldBossType() then
local worldBossActivity = XDataCenter.WorldBossManager.GetCurWorldBossActivity()
if worldBossActivity then
local robotBuffIdList = worldBossActivity:GetGetedRobotIdList()
local robotIdList = {}
for _, buffId in pairs(robotBuffIdList) do
local buffData = XDataCenter.WorldBossManager.GetWorldBossBuffById(buffId)
table.insert(robotIdList, buffData:GetCustomizeId())
end
XLuaUiManager.Open("UiRoomCharacter", teamData, charPos, function(resTeam)
self:UpdateTeam(resTeam)
end, stageInfo.Type, nil, { RobotIdList = robotIdList })
end
elseif self:IsNieRType() then
local robotList = XDataCenter.NieRManager.GetChapterCharacterList(self.Args[1], self.Args[2])
XLuaUiManager.Open("UiSelectCharacterWin", function(resTeam)
self:UpdateTeam(resTeam)
end, UiSelectCharacterType.NieROnlyRobot, teamData, charPos, robotList)
else
self:HandleCharClickByProxy(charPos)
end
end
2024-09-01 20:49:41 +00:00
-- 进入辅助机选择
function XUiNewRoomSingle:HandlePartnerClick(charPos)
local stageId = self.CurrentStageId
if not self:CheckCharCanClickByProxy(stageId) then return end
self:HandlePartnerClickByProxy(charPos)
end
function XUiNewRoomSingle:OnBtnChar1Click()
self:HandleCharClick(CHAR_POS1)
end
function XUiNewRoomSingle:OnBtnChar2Click()
self:HandleCharClick(CHAR_POS2)
end
function XUiNewRoomSingle:OnBtnChar3Click()
self:HandleCharClick(CHAR_POS3)
end
function XUiNewRoomSingle:GetTeamData()
return self.CurTeam
end
-- 更新队伍
function XUiNewRoomSingle:UpdateTeam(teamData, isUsePrefab)
for posId, val in pairs(teamData) do
local oldCharId = self.CurTeam.TeamData[posId]
if oldCharId and oldCharId > 0 and oldCharId ~= val then
-- 检查被替换的位置是否有角色,并且不相同
self.PanelCharacterInfo[posId].RoleModelPanel:HideRoleModel()
end
end
self.CurTeam.TeamData = XTool.Clone(teamData)
self:UpdateTeamByProxy()
self:InitPanelTeam() -- 更新当前队伍显示状态
if self:IsBabelTower() then
local cb = self.BabelTowerData.Cb
if cb then
cb(teamData, self.CurTeam.CaptainPos, self.CurTeam.FirstFightPos)
end
elseif self:IsNieRType() then
XDataCenter.NieRManager.SetPlayerTeamData(self.CurTeam, self.CurrentStageId)
elseif self:IsChessPursuit() then
XDataCenter.ChessPursuitManager.SetPlayerTeamData(self.CurTeam, self.ChessPursuitData.MapId, self.ChessPursuitData.TeamGridIndex, isUsePrefab)
elseif self:GetIsSaveTeamData() then
XDataCenter.TeamManager.SetPlayerTeam(self.CurTeam, false) -- 保存数据
end
--更新角色信息面板
self:InitCharacterInfo()
end
function XUiNewRoomSingle:UpdateTeamBuff()
local teamBuffId = self.TeamBuffId
if not teamBuffId or teamBuffId <= 0 then
self.PanelTeamBuff.gameObject:SetActiveEx(false)
return
end
local maxCount = XFubenConfigs.GetTeamBuffMaxBuffCount(teamBuffId)
if maxCount <= 0 then
self.PanelTeamBuff.gameObject:SetActiveEx(false)
return
end
self.PanelTeamBuff.gameObject:SetActiveEx(true)
local fitCount = XFubenConfigs.GetTeamBuffFitCharacterCount(teamBuffId, self.CurTeam.TeamData)
local isBuffOn = fitCount > 0
self.PanelTeamBuffOn.gameObject:SetActiveEx(isBuffOn)
self.PanelTeamBuffOff.gameObject:SetActiveEx(not isBuffOn)
self.TxtTeamBuff.text = CSXTextManagerGetText("NewRoomSingleTeamBuffDes", fitCount, maxCount)
end
function XUiNewRoomSingle:UpdateTeamPrefab(team)
-- 巴别塔特殊检查
if self:IsBabelTower() then
team = XDataCenter.FubenBabelTowerManager.FilterPrefabTeamData(self.CurrentStageId, self.BabelTowerData.TeamId, team)
self.BabelTowerPanel:Refresh(team.TeamData)
end
self:OnClickTabCallBack(team.CaptainPos)
self.PanelTabCaptain:SelectIndex(team.FirstFightPos)
if self:IsUnionKillType() then
self:UpdateUnionKillTeamCache(team.TeamData)
end
self:UpdateTeam(team.TeamData, true)
end
function XUiNewRoomSingle:PlayTips(key, isOn)
local msg = CSXTextManagerGetText(key)
self.TxtTips1.text = isOn and msg or ""
self.TxtTips2.text = isOn and "" or msg
self.PanelTip.gameObject:SetActiveEx(true)
self:PlayAnimation("PanelTipEnable", handler(self, function()
self.PanelTip.gameObject:SetActiveEx(false)
end))
end
function XUiNewRoomSingle:CheckHasRobot()
if self.HasRobot then
local text = CSXTextManagerGetText("NewRoomSingleCannotSetRobot")
XUiManager.TipError(text)
end
return self.HasRobot
end
function XUiNewRoomSingle:OnBtnEnterFightClick()
-- 进战前检查
if not self:CheckEnterFightByProxy() then
return
end
-- 巴别塔进入战斗
if self:IsBabelTower() then
self:HandleEnterBabelTower()
return
end
if self:GetIsCheckCaptainIdAndFirstFightId() then
local captainId = self:GetTeamCaptainId()
local firstFightId = self:GetTeamFirstFightId()
-- 检查队长位与首发位是否为空
if captainId == nil or captainId <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if firstFightId == nil or firstFightId <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
end
if not XDataCenter.FubenManager.CheckFightConditionByTeamData(self.ForceConditionIds, self.CurTeam.TeamData) then
return
end
if not self:CheckRoleStanmina() then
return
end
local stage = XDataCenter.FubenManager.GetStageCfg(self.CurrentStageId)
local isAssist = self:GetAssistStatus()
if self.StageInfos.Type == XDataCenter.FubenManager.StageType.Explore then
XDataCenter.FubenExploreManager.SetCurTeam(self.CurTeam)
end
if self.StageInfos.Type == XDataCenter.FubenManager.StageType.Daily then
XDataCenter.FubenDailyManager.SetFubenDailyRecord(self.CurrentStageId)
end
-- 狙击战进入战斗相关
if self:IsUnionKillType() then
self:HandleEnterUnionKill(stage)
return
end
-- 爬塔玩法出站人数必须为3人
if self:IsRogueLikeType() then
self:HandleEnterRogueLike(stage)
return
end
--追击玩法
if self:IsChessPursuit() then
self:HandleSaveChessPursuit(stage)
return
end
-- 世界boss进入战斗
if self:IsWorldBossType() then
self:HandleEnterWorldBoss(stage)
return
end
-- 尼尔玩法进入战斗
if self:IsNieRType() then
self:HandleEnterNieR(stage)
return
end
--跑团BOSS进入战斗
if XTRPGConfigs.IsBossStage(self.CurrentStageId) then
self:HandleEnterTRPGWorldBoss(stage)
return
end
--杀戮无双进入战斗
if self:IsKillZone() then
self:HandleEnterKillZone(stage)
return
end
--全服决战进入战斗
if self:IsAreaWar() then
self:HandleEnterAreaWar(stage)
return
end
if self:IsActivityBossSingle() then
self:HandleEnterActivityBossSingle(stage)
return
end
if self:IsPracticeBoss() then
self:HandleEnterPracticeBoss(stage)
return
end
--特训关检查是否超时
if self:IsSpecialTrain() then
if XDataCenter.FubenSpecialTrainManager.CheckActivityTimeout(XDataCenter.FubenSpecialTrainManager.CurActiveId, true) then
return
end
end
--战力警告
if self.FightControlResult == XUiFightControlState.Ex then
local data = XFubenConfigs.GetStageFightControl(self.StageCfg.FightControlId)
local contenttext
--计算战力
local teamAbility = {}
for i = 1, #self.CurTeam.TeamData do
local character = XDataCenter.CharacterManager.GetCharacter(self.CurTeam.TeamData[i])
if character == nil then
table.insert(teamAbility, 0)
else
table.insert(teamAbility, character.Ability)
end
end
if data.MaxRecommendFight > 0 then
contenttext = CSXTextManagerGetText("Insufficient", data.MaxShowFight)
elseif data.AvgRecommendFight > 0 then
local count = 0
for _, v in pairs(teamAbility) do
if v > 0 then
if v < data.AvgShowFight then
count = count + 1
end
end
end
contenttext = CSXTextManagerGetText("AvgInsufficient", count, data.AvgShowFight)
else
contenttext = CSXTextManagerGetText("Insufficient", data.ShowFight)
end
local titletext = CSXTextManagerGetText("AbilityInsufficient")
XUiManager.DialogTip(titletext, contenttext, XUiManager.DialogType.Normal, nil, function()
XDataCenter.FubenManager.EnterFight(stage, self.CurTeam.TeamId, isAssist, self.ChallengeCount)
end)
else
XDataCenter.FubenManager.EnterFight(stage, self.CurTeam.TeamId, isAssist, self.ChallengeCount, self.ChallengeId)
end
end
function XUiNewRoomSingle:CheckRoleStanmina()
if self.StageInfos.Type == XDataCenter.FubenManager.StageType.BossSingle then
for i = 1, MAX_CHAR_COUNT do
local posData = self.CurTeam.TeamData[i]
if posData and posData > 0 then
local curStamina = XDataCenter.FubenBossSingleManager.GetMaxStamina() - XDataCenter.FubenBossSingleManager.GetCharacterChallengeCount(posData)
if curStamina <= 0 then
local charName = XCharacterConfigs.GetCharacterName(posData)
local text = CSXTextManagerGetText("BossSingleNoStamina", charName)
XUiManager.TipError(text)
return false
end
end
end
end
return true
end
-- 获取当前队伍的角色数
function XUiNewRoomSingle:GetCurTeamMemberNum()
local count = 0
for _, id in pairs(self.CurTeam.TeamData) do
if id > 0 then
count = count + 1
end
end
return count
end
--------------------------------------------------------------------------------------------------------------------------狙击战相关
function XUiNewRoomSingle:IsUnionKillType()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.UnionKill
end
function XUiNewRoomSingle:UpdateTeamCaptionPos()
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
local captainPos = self.CurTeam.CaptainPos
for i = 1, MAX_CHAR_COUNT do
local memberInfo = teamCache[i]
if memberInfo then
memberInfo.IsTeamLeader = captainPos == i
end
end
end
-- 初始化阵容
function XUiNewRoomSingle:UnionKillInitTeam(curTeam)
-- UiUnionKillTipCardShare
--
-- 显示共享角色
--
local fightData = XDataCenter.FubenUnionKillManager.GetCurRoomData()
if fightData and fightData.UnionKillPlayerInfos and not fightData.IsShowShareCharacter then
local shareInfos = {}
for _, v in pairs(fightData.UnionKillPlayerInfos) do
if v.Id ~= XPlayer.Id then
table.insert(shareInfos, v.ShareNpcData)
end
end
if #shareInfos > 0 then
XLuaUiManager.Open("UiUnionKillTipCardShare", shareInfos)
end
fightData.IsShowShareCharacter = true
end
local isTrialBoss = XDataCenter.FubenUnionKillManager.IsTrialStage(self.CurrentStageId) and XDataCenter.FubenUnionKillManager.CurIsTrialBoss()
local isUseShare = XDataCenter.FubenUnionKillManager.GetTrialUseShare()
-- 是试炼关清掉共享角色
if isTrialBoss and not isUseShare then
local adjustCache = {}
local shareTeamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
for i = 1, MAX_CHAR_COUNT do
local characterInfo = shareTeamCache[i]
if characterInfo and not characterInfo.IsShare then
adjustCache[i] = {}
adjustCache[i].CharacterId = characterInfo.CharacterId
adjustCache[i].IsShare = false
adjustCache[i].PlayerId = characterInfo.PlayerId
adjustCache[i].IsTeamLeader = characterInfo.IsTeamLeader
end
end
XDataCenter.FubenUnionKillManager.UpdateCacheTeam(adjustCache)
end
local unionTeam = XTool.Clone(curTeam)
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
unionTeam.CaptainPos = 1
for i = 1, MAX_CHAR_COUNT do
unionTeam.TeamData[i] = 0
local characterInfo = teamCache[i]
if characterInfo then
unionTeam.TeamData[i] = characterInfo.CharacterId
if characterInfo.IsTeamLeader then
unionTeam.CaptainPos = i
end
end
end
curTeam = unionTeam
return curTeam
end
-- 缓存阵容切换
function XUiNewRoomSingle:SwitchCacheTeam(changeIndex, targetIndex)
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
local temp = teamCache[changeIndex]
teamCache[changeIndex] = teamCache[targetIndex]
teamCache[targetIndex] = temp
for i = 1, MAX_CHAR_COUNT do
local characterInfo = teamCache[i]
if characterInfo then
characterInfo.IsTeamLeader = i == self.CurTeam.CaptainPos
end
end
end
-- 狙击战换人
function XUiNewRoomSingle:OnUnionKillChangeRole(index)
local args = {}
args.StageId = self.CurrentStageId
args.DefaultSelectId = self.CurTeam.TeamData[index]
args.Index = index
args.CallBack = function(selectItem, isJoin)
self:OnUnionKillSelectRole(index, selectItem, isJoin)
end
args.InTeamList = {}
args.CharacterInTeamList = {}
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
for i = 1, MAX_CHAR_COUNT do
if teamCache[i] then
local characterId = teamCache[i].CharacterId
local playerId = teamCache[i].PlayerId
local key = string.format("%s_%s", tostring(playerId), tostring(characterId))
args.InTeamList[key] = true
args.CharacterInTeamList[tostring(characterId)] = true
end
end
if teamCache[index] then
args.DefaultSelectOwner = teamCache[index].PlayerId
else
args.DefaultSelectOwner = XPlayer.Id
end
-- 我的角色
args.CharacterList = {}
local ownCharacters = XDataCenter.CharacterManager.GetOwnCharacterList()
for _, v in pairs(ownCharacters or {}) do
table.insert(args.CharacterList, {
Id = v.Id,
OwnerId = XPlayer.Id,
Flag = XFubenUnionKillConfigs.UnionKillCharType.Own,
Ability = math.floor(v.Ability)
})
end
-- 共享角色
local unionFightRoomData = XDataCenter.FubenUnionKillManager.GetCurRoomData()
local isTrialBoss = XDataCenter.FubenUnionKillManager.IsTrialStage(self.CurrentStageId) and XDataCenter.FubenUnionKillManager.CurIsTrialBoss()
local isUseShare = XDataCenter.FubenUnionKillManager.GetTrialUseShare()
local dontShare = isTrialBoss and not isUseShare
if unionFightRoomData and not dontShare then
for id, playerInfo in pairs(unionFightRoomData.UnionKillPlayerInfos or {}) do
if id ~= XPlayer.Id then
local character = playerInfo.ShareNpcData.Character
table.insert(args.CharacterList, {
Id = character.Id,
OwnerId = id,
Flag = XFubenUnionKillConfigs.UnionKillCharType.Share,
OwnerInfo = playerInfo,
Ability = math.floor(character.Ability)
})
end
end
end
XLuaUiManager.Open("UiUnionKillXuanRen", args)
end
function XUiNewRoomSingle:UpdateUnionKillTeamCache(teamData)
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
for i = 1, MAX_CHAR_COUNT do
if teamData[i] and teamData[i] > 0 then
teamCache[i] = {}
teamCache[i].CharacterId = teamData[i]
teamCache[i].IsShare = false
teamCache[i].PlayerId = XPlayer.Id
teamCache[i].IsTeamLeader = self.CurTeam.CaptainPos == i
else
teamCache[i] = nil
end
end
end
-- 选中角色
function XUiNewRoomSingle:OnUnionKillSelectRole(index, selectItem, isJoin)
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
if selectItem then
if isJoin then
local oldIndex
local oldItem
for i = 1, MAX_CHAR_COUNT do
local cacheItem = teamCache[i]
if cacheItem then
if selectItem.OwnerId == cacheItem.PlayerId and selectItem.Id == cacheItem.CharacterId and i ~= index then
oldIndex = i
oldItem = cacheItem
break
end
end
end
if oldIndex and oldItem then
teamCache[oldIndex] = teamCache[index]
end
teamCache[index] = {}
teamCache[index].CharacterId = selectItem.Id
teamCache[index].IsShare = selectItem.Flag == XFubenUnionKillConfigs.UnionKillCharType.Share
teamCache[index].PlayerId = selectItem.OwnerId
teamCache[index].IsTeamLeader = self.CurTeam.CaptainPos == index
if selectItem.Flag == XFubenUnionKillConfigs.UnionKillCharType.Share then
local unionFightRoomData = XDataCenter.FubenUnionKillManager.GetCurRoomData()
if unionFightRoomData and unionFightRoomData.UnionKillPlayerInfos then
local playerInfo = unionFightRoomData.UnionKillPlayerInfos[selectItem.OwnerId]
if playerInfo then
teamCache[index].Character = playerInfo.ShareNpcData.Character
end
end
else
teamCache[index].Character = nil
end
else
teamCache[index] = nil
end
end
-- 更新
local teamData = {}
for i = 1, MAX_CHAR_COUNT do
if teamCache[i] then
teamData[i] = teamCache[i].CharacterId
else
teamData[i] = 0
end
end
self:UpdateTeam(teamData)
end
-- 更新狙击战模型
function XUiNewRoomSingle:UpdateUnionKillMode(roleModelPanel, pos, callback, defaultCharId)
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
local teamItem = teamCache[pos]
if teamItem and teamItem.IsShare then
local playerId = teamItem.PlayerId
local fashionId
local shareNpcData
local unionFightRoomData = XDataCenter.FubenUnionKillManager.GetCurRoomData()
if unionFightRoomData and unionFightRoomData.UnionKillPlayerInfos then
local playerInfo = unionFightRoomData.UnionKillPlayerInfos[playerId]
if playerInfo then
fashionId = playerInfo.ShareNpcData.Character.FashionId
shareNpcData = playerInfo.ShareNpcData
end
end
local roleModelLoadedCb = function(model)
if shareNpcData then
roleModelPanel:UpdateEquipsModelsByFightNpcData(model, shareNpcData)
end
end
roleModelPanel:UpdateCharacterModel(defaultCharId, nil, nil, roleModelLoadedCb, callback, fashionId)
else
local characterInfo = XDataCenter.CharacterManager.GetCharacter(teamItem.CharacterId)
roleModelPanel:UpdateCharacterModel(defaultCharId, nil, nil, nil, callback, characterInfo.FashionId)
end
end
-- 狙击战进入战斗
function XUiNewRoomSingle:HandleEnterUnionKill(stage)
local teamCache = XDataCenter.FubenUnionKillManager.GetCacheTeam()
XDataCenter.FubenManager.EnterUnionKillFight(stage, self.CurTeam, teamCache, function()
-- 进入战斗请求后续处理
end)
end
--------------------------------------------------------------------------------------------------------------------------爬塔活动相关
-- 初始化阵容
function XUiNewRoomSingle:RogueLikeInitTeam(curTeam)
local rogueLikeTeam = XTool.Clone(curTeam)
local characterInfos = XDataCenter.FubenRogueLikeManager.GetCharacterInfos()
for i = 1, MAX_CHAR_COUNT do
local characterInfo = characterInfos[i]
if characterInfo then
rogueLikeTeam.TeamData[characterInfo.TeamPos] = characterInfo.Id
if characterInfo.Captain == 1 then
rogueLikeTeam.CaptainPos = characterInfo.TeamPos
end
if characterInfo.FirstFight == 1 then
rogueLikeTeam.FirstFightPos = characterInfo.TeamPos
end
else
rogueLikeTeam.TeamData[i] = 0
end
end
curTeam = rogueLikeTeam
return curTeam
end
-- 爬塔活动玩法
function XUiNewRoomSingle:IsRogueLikeType()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.RogueLike
end
function XUiNewRoomSingle:IsRogueLikeIsTiral()
return XDataCenter.FubenRogueLikeManager.IsSectionPurgatory()
end
-- 特训关活动玩法
function XUiNewRoomSingle:IsSpecialTrain()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.SpecialTrain
end
--追击玩法
function XUiNewRoomSingle:IsChessPursuit()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.ChessPursuit
end
--世界boss玩法
function XUiNewRoomSingle:IsWorldBossType()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.WorldBoss
end
--尼尔玩法
function XUiNewRoomSingle:IsNieRType()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.NieR
end
--杀戮无双
function XUiNewRoomSingle:IsKillZone()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.KillZone
end
--全服决战
function XUiNewRoomSingle:IsAreaWar()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.AreaWar
end
--活动个人boss
function XUiNewRoomSingle:IsActivityBossSingle()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.ActivityBossSingle
end
--拟真boss
function XUiNewRoomSingle:IsPracticeBoss()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.PracticeBoss
end
-- 更换爬塔助战角色
function XUiNewRoomSingle:OnRogueLikeChangeRole(index)
local currentActivityId = XDataCenter.FubenRogueLikeManager.GetRogueLikeActivityId()
local activityTemplate = XFubenRogueLikeConfig.GetRougueLikeTemplateById(currentActivityId)
local args = {}
args.TeamSelectPos = index
args.TeamCharIdMap = self.ChooseRobots
args.Type = XFubenRogueLikeConfig.SelectCharacterType.Robot
args.CharacterLimitType = activityTemplate.CharacterLimitType
args.LimitBuffId = XFubenConfigs.GetLimitShowBuffId(activityTemplate.LimitBuffId)
args.CallBack = function(selectId, isJoin, isReset)
self:HandleSelectRobot(index, selectId, isJoin, isReset)
end
XLuaUiManager.Open("UiRogueLikeRoomCharacter", args)
end
-- 选完机器人回来
function XUiNewRoomSingle:HandleSelectRobot(index, selectRobot, isJoin, isReset)
if isReset then
self.ChooseRobots = {}
end
if isJoin then
local oldIndex
local oldRobot
for k, v in pairs(self.ChooseRobots) do
if k ~= index and v == selectRobot then
oldIndex = k
oldRobot = v
break
end
end
if oldIndex and oldRobot then
self.ChooseRobots[oldIndex] = self.ChooseRobots[index]
self.ChooseRobots[index] = selectRobot
else
self.ChooseRobots[index] = selectRobot
end
else
self.ChooseRobots[index] = nil
end
-- 更新
local teamData = {}
for i = 1, MAX_CHAR_COUNT do
local robotId = self.ChooseRobots[i]
if robotId then
local characterId = XRobotManager.GetCharacterId(robotId)
teamData[i] = characterId
else
teamData[i] = 0
end
end
self:UpdateTeam(teamData)
end
function XUiNewRoomSingle:GetRogueLikeFactionByCid(cid)
local factionId
for i = 1, MAX_CHAR_COUNT do
local robotId = self.ChooseRobots[i]
if robotId then
local robotTemplate = XRobotManager.GetRobotTemplate(robotId)
if robotTemplate and cid == robotTemplate.CharacterId then
factionId = robotTemplate.FashionId
break
end
end
end
return factionId
end
-- 爬塔活动切换助战角色
function XUiNewRoomSingle:OnBtnSwitchRoleClick()
if not self:CanRogueLikeSwitchAssist() and not self.RogueLikeIsRobot then
XUiManager.TipMsg(CSXTextManagerGetText("RogueLikeNeed3SupportChars"))
return
end
self.RogueLikeIsRobot = not self.RogueLikeIsRobot
if self.CurTeam then
local teamData = {}
self.PanelTeamLeader.gameObject:SetActiveEx(not self.RogueLikeIsRobot)
self.PanelBtnLeader.gameObject:SetActiveEx(not self.RogueLikeIsRobot)
if self.RogueLikeIsRobot then
for i = 1, MAX_CHAR_COUNT do
local robotId = self.ChooseRobots[i]
if robotId then
local characterId = XRobotManager.GetCharacterId(robotId)
teamData[i] = characterId
else
teamData[i] = 0
end
end
-- 设置队长位与首发位为1
self.CurTeam.CaptainPos = 1
self.CurTeam.FirstFightPos = 1
self:InitPanelTeam()
self:SetRogueLikeRobotTips()
else
-- 获取NotifyRogueLikeData下发的参战列表并检查是不是首发或者队长
-- 切换队长与首发时,爬塔活动不保存阵容,只在开始战斗时保存阵容
local characterInfos = XDataCenter.FubenRogueLikeManager.GetCharacterInfos()
for i = 1, MAX_CHAR_COUNT do
local characterInfo = characterInfos[i]
if characterInfo then
teamData[characterInfo.TeamPos] = characterInfo.Id
if characterInfo.Captain == 1 then
self.CurTeam.CaptainPos = characterInfo.TeamPos
self:InitPanelTeam()
end
if characterInfo.FirstFight == 1 then
self.CurTeam.FirstFightPos = characterInfo.TeamPos
self:InitPanelTeam()
end
else
teamData[i] = 0
end
end
self:SetRogueLikeCharacterTips()
end
self:UpdateTeam(teamData)
self:PlayAnimation("AnimEnable")
self.BtnSwitchRole01.gameObject:SetActiveEx(not self.RogueLikeIsRobot)
self.BtnSwitchRole02.gameObject:SetActiveEx(self.RogueLikeIsRobot)
end
end
function XUiNewRoomSingle:SetSwitchRole()
self.RogueLikeIsRobot = false
self.BtnSwitchRole01.gameObject:SetActiveEx(not self.RogueLikeIsRobot and self:IsRogueLikeType() and not self:IsRogueLikeIsTiral())
self.BtnSwitchRole02.gameObject:SetActiveEx(self.RogueLikeIsRobot and self:IsRogueLikeType() and not self:IsRogueLikeIsTiral())
self.BtnSwitchRole01:SetDisable(not self:CanRogueLikeSwitchAssist())
self.ChooseRobots = {}
if #self.ChooseRobots < MAX_CHAR_COUNT then
local robots = XDataCenter.FubenRogueLikeManager.GetAssistRobots()
for i = 1, MAX_CHAR_COUNT do
self.ChooseRobots[i] = robots[i] and robots[i].Id or nil
end
end
local teamPrefabState = (self:IsRogueLikeType() or self:IsWorldBossType()) and XUiButtonState.Disable or XUiButtonState.Normal
self.BtnTeamPrefab:SetButtonState(teamPrefabState)
self:SetPanelRogueLikeByProxy()
end
function XUiNewRoomSingle:SetRogueLikeCharacterTips()
if self.Proxy and self.Proxy.SetRogueLikeCharacterTips then
return self.Proxy.SetRogueLikeCharacterTips(self)
end
local activityId = XDataCenter.FubenRogueLikeManager.GetRogueLikeActivityId()
if not activityId then return end
local activityTemplate = XFubenRogueLikeConfig.GetRougueLikeTemplateById(activityId)
if not activityTemplate then return end
self.PanelEnduranceRogueLike.gameObject:SetActiveEx(not self:IsRogueLikeIsTiral())
self.TxtActionPointNum.text = CSXTextManagerGetText("RogueLikeCostAction", activityTemplate.FightNeedPoint)
self.TxtTeamMemberCount.text = CSXTextManagerGetText("RogueLikeTeamNeedCount", XDataCenter.FubenRogueLikeManager:GetTeamMemberCount())
end
function XUiNewRoomSingle:SetRogueLikeRobotTips()
--self.PanelEnduranceRogueLike.gameObject:SetActiveEx(false)
local activityId = XDataCenter.FubenRogueLikeManager.GetRogueLikeActivityId()
if not activityId then return end
local activityTemplate = XFubenRogueLikeConfig.GetRougueLikeTemplateById(activityId)
if not activityTemplate then return end
self.TxtActionPointNum.text = CSXTextManagerGetText("RogueLikeCostAction", activityTemplate.FightNeedPoint) --CSXTextManagerGetText("RogueLikeNotCostAction")
self.TxtTeamMemberCount.text = CSXTextManagerGetText("RogueLikeDefaultSupportChar")
end
-- 是否为爬塔并且不可以切换上阵角色
function XUiNewRoomSingle:IsRogueLikeLockCharacter()
return self:IsRogueLikeType() and XDataCenter.FubenRogueLikeManager.IsRogueLikeCharacterLock()
end
-- 是否为爬塔并且可以切换为助战角色
function XUiNewRoomSingle:CanRogueLikeSwitchAssist()
return self:IsRogueLikeType() and XDataCenter.FubenRogueLikeManager.CanSwitch2Assist()
end
-- 爬塔进入战斗并保存阵容
function XUiNewRoomSingle:HandleEnterRogueLike(stage)
local curTeamMemberCount = 0
local isAssist = self.RogueLikeIsRobot and 1 or 0
for i = 1, #self.CurTeam.TeamData do
if self.CurTeam.TeamData[i] > 0 then
curTeamMemberCount = curTeamMemberCount + 1
end
end
if XDataCenter.FubenRogueLikeManager.GetTeamMemberCount() > curTeamMemberCount then
XUiManager.TipMsg(CSXTextManagerGetText("RogueLikeTeamMaxMember"))
return
end
XDataCenter.FubenRogueLikeManager.UpdateRogueLikeStageRobots(self.CurrentStageId, isAssist, self.ChooseRobots)
-- function参数是PreFightRequest协议返回之后的回调函数
XDataCenter.FubenManager.EnterRogueLikeFight(stage, self.CurTeam, isAssist, self.NodeId, function()
for _, robotId in pairs(self.ChooseRobots or {}) do
XDataCenter.FubenRogueLikeManager.UpdateNewRobots(robotId)
end
-- 非机器人
-- 更新位置、队长位置、首发位置
if not self.RogueLikeIsRobot then
local id2Index = {}
local characterInfos = XDataCenter.FubenRogueLikeManager.GetCharacterInfos()
for i = 1, #self.CurTeam.TeamData do
id2Index[self.CurTeam.TeamData[i]] = i
end
for i = 1, #characterInfos do
local characterInfo = characterInfos[i]
local characterId = characterInfo.Id
characterInfo.TeamPos = id2Index[characterId]
characterInfo.Captain = (self.CurTeam.CaptainPos == id2Index[characterId]) and 1 or 0
characterInfo.FirstFight = (self.CurTeam.FirstFightPos == id2Index[characterId]) and 1 or 0
end
end
end)
end
function XUiNewRoomSingle:HandleSaveChessPursuit(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
if self.ChessPursuitData.SceneUiType == XChessPursuitCtrl.SCENE_UI_TYPE.BOSS_ROUND then
XDataCenter.ChessPursuitManager.RequestChessPursuitChangeTeam(self.ChessPursuitData.TeamGridIndex)
else
XDataCenter.ChessPursuitManager.SaveTempTeamData(self.ChessPursuitData.MapId)
end
self:Close()
end
-- 世界boss进入战斗,检查队长位与首发位是否为空
function XUiNewRoomSingle:HandleEnterWorldBoss(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
local stageLevel = XDataCenter.WorldBossManager.GetBossStageLevel()
XDataCenter.FubenManager.EnterWorldBossFight(stage, self.CurTeam, stageLevel)
end
-- 尼尔玩法进入战斗,检查队长位与首发位是否为空
function XUiNewRoomSingle:HandleEnterNieR(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
XDataCenter.FubenManager.EnterNieRFight(stage, self.CurTeam)
end
-- 跑团世界boss进入战斗,检查队长位与首发位是否为空
function XUiNewRoomSingle:HandleEnterTRPGWorldBoss(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
XDataCenter.FubenManager.EnterTRPGWorldBossFight(stage, self.CurTeam)
end
function XUiNewRoomSingle:HandleEnterKillZone(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
XDataCenter.FubenManager.EnterKillZoneFight(stage, self.CurTeam)
end
function XUiNewRoomSingle:HandleEnterAreaWar(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
XDataCenter.FubenManager.EnterStageWithRobot(stage, self.CurTeam)
end
function XUiNewRoomSingle:HandleEnterActivityBossSingle(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
XDataCenter.FubenManager.EnterStageWithRobot(stage, self.CurTeam)
end
function XUiNewRoomSingle:HandleEnterPracticeBoss(stage)
if self.CurTeam.TeamData[self.CurTeam.CaptainPos] == nil or self.CurTeam.TeamData[self.CurTeam.CaptainPos] <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
if self.CurTeam.TeamData[self.CurTeam.FirstFightPos] == nil or self.CurTeam.TeamData[self.CurTeam.FirstFightPos] <= 0 then
XUiManager.TipText("TeamManagerCheckFirstFightNil")
return
end
XDataCenter.FubenManager.EnterPracticeBoss(stage, self.CurTeam, self.SimulateTrainInfo)
end
function XUiNewRoomSingle:GetCharacterLimitType()
if self:IsRogueLikeType() then
local currentActivityId = XDataCenter.FubenRogueLikeManager.GetRogueLikeActivityId()
local activityTemplate = XFubenRogueLikeConfig.GetRougueLikeTemplateById(currentActivityId)
return activityTemplate.CharacterLimitType
end
local stageId = self.CurrentStageId
return stageId and XFubenConfigs.GetStageCharacterLimitType(stageId)
end
function XUiNewRoomSingle:OnClickBtnTeamBuff()
XLuaUiManager.Open("UiRoomTeamBuff", self.TeamBuffId)
end
function XUiNewRoomSingle:InitWorldBoss()
if not self:IsWorldBossType() then return end
self.BtnTeamPrefab.gameObject:SetActiveEx(false)
end
function XUiNewRoomSingle:OnGetEvents()
return { XEventId.EVENT_ACTIVITY_ON_RESET }
end
function XUiNewRoomSingle:OnNotify(evt, ...)
local args = { ... }
if evt == XEventId.EVENT_ACTIVITY_ON_RESET then
self:OnResetEvent(args[1])
end
end
function XUiNewRoomSingle:IsBabelTower()
return self.StageInfos.Type == XDataCenter.FubenManager.StageType.BabelTower
end
function XUiNewRoomSingle:InitPanelBabelTower()
if not self:IsBabelTower() then
self.PanelBabel.gameObject:SetActiveEx(false)
return
end
self.PanelBabel.gameObject:SetActiveEx(true)
-- local maxTeamMemberCount = XDataCenter.FubenBabelTowerManager.GetMaxTeamMemberCount()
-- self.BtnTeamPrefab.gameObject:SetActiveEx(maxTeamMemberCount >= 3)
self.BtnTeamPrefab.gameObject:SetActiveEx(false)
self.BabelTowerPanel = XUiPanelBabelTower.New(self.PanelBabel, self.CurrentStageId, self.CurTeam.TeamData)
self.BtnEnterFight:SetNameByGroup(0, CSXTextManagerGetText("BabelTowerNewRoomBtnName"))
end
function XUiNewRoomSingle:InitChessPursuit()
if not self:IsChessPursuit() then
return
end
self.BtnTeamPrefab.gameObject:SetActiveEx(self.ChessPursuitData.SceneUiType == XChessPursuitCtrl.SCENE_UI_TYPE.BUZHEN and not XUiManager.IsHideFunc)
self.BtnEnterFight:SetNameByGroup(0, CSXTextManagerGetText("ChessPursuitBuZhenEnter"))
end
function XUiNewRoomSingle:OpenBabelRoomCharacter(teamData, charPos)
local args = {}
args.StageId = self.CurrentStageId
args.TeamId = self.BabelTowerData.TeamId
args.Index = charPos
args.CurTeamList = teamData
args.CharacterLimitType = XFubenConfigs.GetStageCharacterLimitType(self.CurrentStageId)
args.LimitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(self.CurrentStageId)
XLuaUiManager.Open("UiBabelTowerRoomCharacter", args, function(resTeam)
self:UpdateTeam(resTeam)
self.BabelTowerPanel:Refresh(resTeam)
end)
end
-- 巴别塔进入战斗,检查队长位与首发位是否为空
function XUiNewRoomSingle:HandleEnterBabelTower()
local captainPos = self.CurTeam.CaptainPos
local firstFightPos = self.CurTeam.FirstFightPos
local team = self.CurTeam.TeamData
local captainId = team[captainPos]
if captainId == nil or captainId <= 0 then
XUiManager.TipText("TeamManagerCheckCaptainNil")
return
end
local firFightId = team[firstFightPos]
if firFightId == nil or firFightId <= 0 then
XUiManager.TipMsg(CS.XTextManager.GetText("TeamManagerCheckFirstFightNil"))
return
end
local closeCb = self.BabelTowerData.CloseCb
if closeCb then
XLuaUiManager.Remove("UiNewRoomSingle")
closeCb(team, captainPos, firstFightPos)
else
self:Close()
end
end
function XUiNewRoomSingle:InitPanelNieR()
if not self:IsNieRType() then
return
end
self.BtnTeamPrefab.gameObject:SetActiveEx(false)
self.PanelCharacterLimit.gameObject:SetActiveEx(false)
self:ShowAssistToggle(false)
end
function XUiNewRoomSingle:GetLivWarRaceData()
return self.LivWarRaceData
end
--============================================================
-- 页面代理方法
-- 详情参考XUiNewRoomSingleProxy注册页面代理
--============================================================
--================
--初始化界面
--================
function XUiNewRoomSingle:InitProxyPanel()
if not self.Proxy then return end
if self.Proxy.InitEditBattleUi then self.Proxy.InitEditBattleUi(self) end
end
--================
--显示资料处理
--================
function XUiNewRoomSingle:OnBtnShowInfoToggleByProxy(val)
if (not self.Proxy) or (not self.Proxy.OnBtnShowInfoToggle) then
self:OnBtnShowInfoToggle(val)
else
self.Proxy.OnBtnShowInfoToggle(self, val)
end
end
--================
--刷新成员信息处理
--================
function XUiNewRoomSingle:InitCharacterInfoByProxy()
if (not self.Proxy) or (not self.Proxy.InitEditBattleUiCharacterInfo) then
self:RefreshCharacterTypeTips()
return
end
self.Proxy.InitEditBattleUiCharacterInfo(self)
end
--================
--保存玩法出战队伍操作,更改队长位和首发位时触发
--================
function XUiNewRoomSingle:SetTeamByProxy()
if not self.Proxy then
-- 不保存阵容
if not self:IsRogueLikeType()
and not self:IsUnionKillType()
and not self:IsBabelTower()
and not self:IsWorldBossType()
and not self:IsChessPursuit()
and not self:IsNieRType() then
XDataCenter.TeamManager.SetPlayerTeam(self.CurTeam, false)
end
return
end
if self.Proxy.SetPlayerTeam then
self.Proxy.SetPlayerTeam(self.CurTeam)
end
if self.Proxy.SetEditBattleUiTeam then
self.Proxy.SetEditBattleUiTeam(self)
elseif self.Proxy.UpdateTeam then
self.Proxy.UpdateTeam(self)
end
end
--================
--获取队长ID
--================
function XUiNewRoomSingle:GetCaptainIdByProxy()
if (not self.Proxy) or (not self.Proxy.GetEditBattleUiCaptainId) then
return self.CurTeam.TeamData[self.CurTeam.CaptainPos]
end
return self.Proxy.GetEditBattleUiCaptainId(self)
end
--================
--获取队伍数据
--================
function XUiNewRoomSingle:GetTeamByProxy()
if not self.Proxy then return nil end
if self.Proxy.GetBattleTeamData then
return self.Proxy.GetBattleTeamData(self)
end
return nil
end
--=========================================
--获取队伍的角色Id
--与CurTeam不同它主要用于区分机器人与玩家角色
--在CurTeam中有些机器人用了CharacterId而不是RobotId无法获得得到机器人配置数据
--
--所以如果玩法中有机器人并且CurTeam使用了CharacterId则代理需要实现接口返回机器人的robotId玩家角色则不变
--不然机器人会使用玩家数据或者默认数据
--
--返回的数据结构与TeamData一致索引1为中间2为左边3为右边
--机器人是robotId玩家角色是characterId
--=========================================
function XUiNewRoomSingle:GetRealCharDataByProxy()
if not self.Proxy then
return nil
end
if self.Proxy.GetRealCharData then
return self.Proxy.GetRealCharData(self, self.CurrentStageId)
end
return nil
end
--================
--当点击角色模型时
--================
function XUiNewRoomSingle:HandleCharClickByProxy(charPos)
if (not self.Proxy) or (not self.Proxy.HandleCharClick) then
local teamData = XTool.Clone(self.CurTeam.TeamData)
local stageId = self.CurrentStageId
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
local characterLimitType = self:GetCharacterLimitType()
XLuaUiManager.Open("UiRoomCharacter", teamData, charPos,
function(resTeam)
self:UpdateTeam(resTeam)
end,
stageInfo.Type,
characterLimitType,
{
LimitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(stageId),
ChallengeId = self.ChallengeId,
TeamBuffId = self.TeamBuffId,
})
return
end
self.Proxy.HandleCharClick(self, charPos, self.CurrentStageId)
end
2024-09-01 20:49:41 +00:00
--================
--当点击角色辅助机时
--================
function XUiNewRoomSingle:HandlePartnerClickByProxy(charPos)
if (not self.Proxy) or (not self.Proxy.HandlePartnerClick) then
self:HandleCharClick(charPos)
return
end
self.Proxy.HandlePartnerClick(self, charPos, self.CurrentStageId)
end
--================
--刷新警告面板
--================
function XUiNewRoomSingle:InitFightControl()
if not self.FightControl then
self.FightControl = XUiNewRoomFightControl.New(self.PanelNewRoomFightControl)
end
if (not self.Proxy) or (not self.Proxy.UpdateFightControl) then
self:UpdateFightControl()
else
self.FightControlResult = self.Proxy.UpdateFightControl(self, self.CurTeam)
end
end
--================
--刷新队伍,编队角色或编队顺序发生变化时触发
--================
function XUiNewRoomSingle:UpdateTeamByProxy()
if (not self.Proxy) or (not self.Proxy.UpdateTeam) then
return
end
self.Proxy.UpdateTeam(self)
end
--================
--刷新模型
--================
function XUiNewRoomSingle:UpdateRoleModelByProxy(charId, roleModelPanel, pos)
if (not self.Proxy) or (not self.Proxy.UpdateRoleModel) then
self:UpdateRoleModel(charId, roleModelPanel, pos)
return
end
self.Proxy.UpdateRoleModel(self, charId, roleModelPanel, pos)
end
--================
--接受到活动重置或结束消息时
--================
function XUiNewRoomSingle:OnResetEvent(stageType)
if self.StageInfos.Type ~= stageType then return end
if self.Proxy.OnResetEvent then self.Proxy.OnResetEvent(self) end
end
--================
--筛选角色
--================
function XUiNewRoomSingle:LimitCharacterByProxy(curTeam)
if (not self.Proxy) or (not self.Proxy.LimitCharacter) then
return
end
self.Proxy.LimitCharacter(self, curTeam)
end
function XUiNewRoomSingle:GetRobotIdsByProxy(stageId)
if self.Proxy and self.Proxy.GetRobotIds then
return self.Proxy.GetRobotIds(stageId)
end
return XDataCenter.FubenManager.GetStageCfg(stageId).RobotId
end
function XUiNewRoomSingle:CheckCharCanLongClickByProxy(stageId)
if self.Proxy and self.Proxy.CheckCanCharLongClick then
return self.Proxy.CheckCanCharLongClick(self, stageId)
end
return true
end
function XUiNewRoomSingle:CheckCharCanClickByProxy(stageId)
if self.Proxy and self.Proxy.CheckCanCharClick then
return self.Proxy.CheckCanCharClick(self, stageId)
end
return not self:CheckHasRobot()
end
-- 获取是否隐藏切换第一次战斗位置按钮信息(红色,蓝色,黄色)
function XUiNewRoomSingle:GetIsHideSwitchFirstFightPosBtnsWithProxy()
if self.Proxy and self.Proxy.GetIsHideSwitchFirstFightPosBtns then
return self.Proxy.GetIsHideSwitchFirstFightPosBtns()
end
return self.HasRobot
end
--================
--销毁窗口时
--================
function XUiNewRoomSingle:DestroyNewRoomSingle()
if (not self.Proxy) or (not self.Proxy.DestroyNewRoomSingle) then
return
end
self.Proxy.DestroyNewRoomSingle(self)
end
--================
--更新伙伴信息
--================
function XUiNewRoomSingle:UpdatePartnerInfo()
if (not self.Proxy) or (not self.Proxy.UpdatePartnerInfo) then
self:DefaultUpdatePartnerInfo()
return
end
self.Proxy.UpdatePartnerInfo(self, MAX_CHAR_COUNT)
end
--================
--更新人物特性信息
--================
function XUiNewRoomSingle:UpdateFeatureInfo()
if (not self.Proxy) or (not self.Proxy.UpdateFeatureInfo) then
self:DefaultUpdateFeatureInfo()
return
end
self.Proxy.UpdateFeatureInfo(self, MAX_CHAR_COUNT)
end
--================
--进战前检查
--================
function XUiNewRoomSingle:CheckEnterFightByProxy()
if (not self.Proxy) or (not self.Proxy.CheckEnterFight) then
return true
end
return self.Proxy.CheckEnterFight(self, self.CurTeam)
end
function XUiNewRoomSingle:GetIsSaveTeamData()
if self.Proxy and self.Proxy.GetIsSaveTeamData then
return self.Proxy.GetIsSaveTeamData()
end
return not self:IsRogueLikeType() and not self:IsUnionKillType() and not self:IsWorldBossType()
end
function XUiNewRoomSingle:HandleSwitchTeamPosWithProxy(fromPos, toPos)
if self.Proxy and self.Proxy.SwitchTeamPos then
self.Proxy.SwitchTeamPos(self.CurrentStageId, fromPos, toPos)
end
end
function XUiNewRoomSingle:SetFirstFightPosWithProxy(index)
if self.Proxy and self.Proxy.SetFirstFightPos then
self.Proxy.SetFirstFightPos(self.CurrentStageId, index)
end
end
function XUiNewRoomSingle:SetCaptainPosWithProxy(index)
if self.Proxy and self.Proxy.SetCaptainPos then
self.Proxy.SetCaptainPos(self.CurrentStageId, index)
end
end
function XUiNewRoomSingle:GetFirstFightPos()
if self.Proxy and self.Proxy.GetFirstFightPos then
return self.Proxy.GetFirstFightPos(self.CurrentStageId)
end
return CHAR_POS1
end
function XUiNewRoomSingle:GetCaptainPos()
if self.Proxy and self.Proxy.GetCaptainPos then
return self.Proxy.GetCaptainPos(self.CurrentStageId)
end
return CHAR_POS1
end
function XUiNewRoomSingle:GetTeamCaptainId()
if self.Proxy and self.Proxy.GetTeamCaptainId then
return self.Proxy.GetTeamCaptainId(self.CurrentStageId)
end
return XDataCenter.TeamManager.GetTeamCaptainId(self.CurTeam.TeamId)
end
function XUiNewRoomSingle:GetTeamFirstFightId()
if self.Proxy and self.Proxy.GetTeamFirstFightId then
return self.Proxy.GetTeamFirstFightId(self.CurrentStageId)
end
return XDataCenter.TeamManager.GetTeamFirstFightId(self.CurTeam.TeamId)
end
function XUiNewRoomSingle:GetIsCheckCaptainIdAndFirstFightId()
if self.Proxy and self.Proxy.GetIsCheckCaptainIdAndFirstFightId then
return self.Proxy.GetIsCheckCaptainIdAndFirstFightId(self.CurrentStageId)
end
return not self:IsWorldBossType()
and not self.HasRobot
and (not self:IsRogueLikeType())
and (not self:IsUnionKillType())
and (not self:IsChessPursuit())
and (not self:IsNieRType())
end
function XUiNewRoomSingle:GetAutoCloseInfo()
if self.Proxy and self.Proxy.GetAutoCloseInfo then
return self.Proxy.GetAutoCloseInfo(self.StageCfg)
end
return false
end
--================
--左下红底的出战人数说明
--================
function XUiNewRoomSingle:SetPanelRogueLikeByProxy()
if self.Proxy and self.Proxy.SetPanelRogueLike then
return self.Proxy.SetPanelRogueLike(self)
end
if self.PanelRogueLike then
self.PanelRogueLike.gameObject:SetActiveEx(self:IsRogueLikeType())
if self.RogueLikeIsRobot then
self:SetRogueLikeRobotTips()
else
self:SetRogueLikeCharacterTips()
end
end
end