PGRData/Script/matrix/xui/xuiassign/XUiGridAssignDeployMember.lua

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local XUiGridAssignDeployMember = XClass(nil, "XUiGridAssignDeployMember") -- XUiGridEchelonMember
local CONDITION_COLOR = {
[true] = CS.UnityEngine.Color.white,
[false] = CS.UnityEngine.Color.red,
}
--位置对应的颜色框
local MEMBER_POS_COLOR = {
[1] = "ImgRed",
[2] = "ImgBlue",
[3] = "ImgYellow",
}
function XUiGridAssignDeployMember:Ctor(rootUi, ui)
self.GameObject = ui.gameObject
self.Transform = ui.transform
self.RootUi = rootUi
XTool.InitUiObject(self)
self:InitComponent()
self:ResetMemberInfo()
end
function XUiGridAssignDeployMember:InitComponent()
CsXUiHelper.RegisterClickEvent(self.BtnClick, function() self:OnMemberClick() end)
end
function XUiGridAssignDeployMember:ResetMemberInfo()
self.ImgLeaderTag.gameObject:SetActiveEx(false)
self.ImgFirstRole.gameObject:SetActiveEx(false)
self.PanelEmpty.gameObject:SetActiveEx(false)
self.PanelMember.gameObject:SetActiveEx(false)
self.ImgBlue.gameObject:SetActiveEx(false)
self.ImgRed.gameObject:SetActiveEx(false)
self.ImgYellow.gameObject:SetActiveEx(false)
end
function XUiGridAssignDeployMember:Refresh(groupId, teamOrder, teamData, memberOrder)
self.GroupId = groupId
self.TeamOrder = teamOrder
self.TeamData = teamData
self.MemberOrder = memberOrder
self.TeamId = self.TeamData:GetId()
local memberData = teamData:GetMemberList()[memberOrder]
self.MemberData = memberData
self.CurCharacterId = memberData:GetCharacterId() or 0
local index = memberData:GetIndex()
local leaderIndex = teamData:GetLeaderIndex()
local firstFightIndex = teamData:GetFirstFightIndex()
self.ImgLeaderTag.gameObject:SetActiveEx(index == leaderIndex)
self.ImgFirstRole.gameObject:SetActiveEx(index == firstFightIndex)
self[MEMBER_POS_COLOR[index]].gameObject:SetActiveEx(true)
self.CharacterId = memberData:GetCharacterId()
if self.CharacterId and self.CharacterId ~= 0 then
self.PanelNotPassCondition.gameObject:SetActiveEx(true)
local ability = memberData:GetCharacterAbility()
self.TxtNowAbility.color = CONDITION_COLOR[ability >= teamData:GetRequireAbility()]
self.TxtNowAbility.text = ability
self.RImgRoleHead:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(self.CharacterId))
self.PanelMember.gameObject:SetActiveEx(true)
self.PanelEmpty.gameObject:SetActiveEx(false)
else
self.PanelNotPassCondition.gameObject:SetActiveEx(false)
self.PanelMember.gameObject:SetActiveEx(false)
self.PanelEmpty.gameObject:SetActiveEx(true)
end
end
function XUiGridAssignDeployMember:OnMemberClick()
local teamIdMap, teamOrderMap = XDataCenter.FubenAssignManager.GetCharacterTeamOderMapByGroup(self.GroupId)
self.TeamIdMap = teamIdMap
self.TeamOrderMap = teamOrderMap
local teamCharIdMap = {} -- 所有已编队角色
for i, member in ipairs(self.TeamData:GetMemberList()) do
teamCharIdMap[i] = member:GetCharacterId() or 0
end
-- 其他队角色
self.OtherCharacterMap = {}
local memberCount = #teamCharIdMap
local otherCharacters = XDataCenter.FubenAssignManager.GetOtherTeamCharacters(self.GroupId, self.TeamId)
for i, v in ipairs(otherCharacters) do -- v = {teamId, i, characterId}
teamCharIdMap[memberCount + i] = v[3]
self.OtherCharacterMap[memberCount + i] = v
end
local teamSelectPos = self.MemberOrder
local cb = handler(self, self.OnCharacterSelected)
local canQuitCharIdMap = {[self.CurCharacterId] = true }
local ablityRequire = self.TeamData:GetRequireAbility()
local curTeamOrder = self.TeamOrder
local stageId = self.TeamId
local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(stageId)
local limitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(stageId)
if XTool.USENEWBATTLEROOM and false then
local entityIds = {}
for i, entityId in ipairs(teamCharIdMap) do
if teamOrderMap[entityId] == curTeamOrder then
table.insert(entityIds, entityId)
teamCharIdMap[i] = 0
end
end
local team = XDataCenter.TeamManager.CreateTempTeam(entityIds)
XLuaUiManager.Open("UiBattleRoomRoleDetail", stageId
, team
, teamSelectPos
, {
AOPCloseBefore = function(proxy, rootUi)
local index = 1
for i, entityId in ipairs(teamCharIdMap) do
if entityId <= 0 then
for pos, value in ipairs(rootUi.Team:GetEntityIds()) do
if value > 0 then
teamCharIdMap[i] = value
rootUi.Team:UpdateEntityTeamPos(0, pos, true)
break
end
end
end
end
self:OnCharacterSelected(teamCharIdMap)
end,
AOPOnBtnJoinTeamClickedBefore = function(proxy, rootUi)
local currentEntityId = rootUi.CurrentEntityId
-- 不存在任意一队或者自己队,直接跳过
if teamOrderMap[currentEntityId] == nil
or teamOrderMap[currentEntityId] == curTeamOrder then
return
end
local finishedCallback = function()
local oldCharacterId = rootUi.Team:GetEntityIdByTeamPos(rootUi.Pos)
local newCharacterId = rootUi.CurrentEntityId
for i, entityId in ipairs(teamCharIdMap) do
if entityId == newCharacterId then
teamCharIdMap[i] = oldCharacterId
break
end
end
rootUi.Team:UpdateEntityTeamPos(rootUi.CurrentEntityId, rootUi.Pos, true)
rootUi:Close(true)
end
-- 在其他编队
local newOrder = teamOrderMap[currentEntityId]
local title = CS.XTextManager.GetText("AssignDeployTipTitle")
local characterName = XCharacterConfigs.GetCharacterName(currentEntityId)
local oldTeamName = CS.XTextManager.GetText("AssignTeamTitle", curTeamOrder)
local newTeamName = CS.XTextManager.GetText("AssignTeamTitle", newOrder)
local content = CS.XTextManager.GetText("AssignDeployTipContent", characterName, oldTeamName, newTeamName)
XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, nil, finishedCallback)
return true
end,
AOPOnDynamicTableEventAfter = function(proxy, rootUi, event, index, grid)
local entity = rootUi.DynamicTable.DataSource[index]
if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
grid:SetInTeamStatus(teamOrderMap[entity:GetId()] ~= nil)
end
end,
GetChildPanelData = function (proxy)
if proxy.ChildPanelData == nil then
proxy.ChildPanelData = {
assetPath = XUiConfigs.GetComponentUrl("UiPanelAssignRoomRoleDetail"),
proxy = require("XUi/XUiAssign/XUiPanelAssignRoomRoleDetail"),
proxyArgs = { ablityRequire, curTeamOrder }
}
end
return proxy.ChildPanelData
end,
GetIsShowRoleDetail = function()
return false
end
})
else
XLuaUiManager.Open("UiAssignRoomCharacter", teamCharIdMap, teamSelectPos, cb, teamOrderMap, canQuitCharIdMap, ablityRequire, curTeamOrder, characterLimitType, limitBuffId, self.TeamId)
end
end
function XUiGridAssignDeployMember:OnCharacterSelected(teamCharIdMap)
-- 修改本队
local memberList = self.TeamData:GetMemberList()
for i, _ in ipairs(memberList) do
XDataCenter.FubenAssignManager.SetTeamMember(self.TeamId, i, teamCharIdMap[i])
end
-- 修改其他队
local memberCount = #memberList
local info
for i = memberCount + 1, #teamCharIdMap do
if teamCharIdMap[i] and self.OtherCharacterMap[i] then
info = self.OtherCharacterMap[i]
XDataCenter.FubenAssignManager.SetTeamMember(info[1], info[2], teamCharIdMap[i])
end
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_ON_ASSIGN_TEAM_CHANGED) -- TODO 细分刷新所有 还是刷新本类
end
return XUiGridAssignDeployMember