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